[ODE] noob problems (four wheeled car)
mark mcgree
markmcgree226 at hotmail.com
Wed Jun 14 14:25:43 MST 2006
hi
i have sent this e-mail before but it was before i received my comfermation
e-mail so i do not know if it went through if it did sorry for double
posting
i am new to ode and i am having problems modelling a 4 wheel car and am
presently having 2 problems.
the first problems is with the wheels while they are turning while a wheel
is turned it continued to rotate on the y axis that it would rotate on if it
was straight as opposed to its new y axis. here is some code that shows how
i am setting up the wheels and the hinges(the code has been mostly taken
from the test buggy example)
for (int i=0; i<4; i++) {
_wheelBody[i] = dBodyCreate (world);
dMassSetSphere (&m,1,1.0);
dMassAdjust (&m,20);
dBodySetMass (_wheelBody[i],&m);
sphere[i] = dCreateSphere (0,1.0);
dGeomSetBody (sphere[i],_wheelBody[i]);
D3DXMATRIX zRot;
D3DXMatrixRotationZ(&zRot, 3.14f);
dMatrix3 dRot={
1,0,0,0,
0,1,0,0,
0,0,1,0};
dRSetIdentity (dRot);
dRFromAxisAndAngle (dRot,
0, 0, 1, 3.14);
dBodySetRotation( _wheelBody[i], dRot );
}
i am rotating the bodies because directx always draws cylinders with its
height along the y axis and if i rotate the bodies 180 around the z axis i
this way i only need to use the rotation matrixs from ode.
for (int i=0; i<4; i++) {
_joint[i] = dJointCreateHinge2 (world,0);
dJointAttach (_joint[i],_chassisBody,_wheelBody[i]);
const dReal *a = dBodyGetPosition (_wheelBody[i]);
dJointSetHinge2Anchor (_joint[i],a[0],a[1],a[2]);
dJointSetHinge2Axis1 (_joint[i],0,1,0);
dJointSetHinge2Axis2 (_joint[i],0,0,1);
}
for (int i=0; i<4; i++) {
dJointSetHinge2Param (_joint[i],dParamSuspensionERP,0.4);
dJointSetHinge2Param (_joint[i],dParamSuspensionCFM,0.8);
}
// lock back wheels along the steering axis
for (int i=2; i<4; i++) {
// set stops to make sure wheels always stay in alignment
dJointSetHinge2Param (_joint[i],dParamLoStop,0);
dJointSetHinge2Param (_joint[i],dParamHiStop,0);
}
the second problem involves the chasis while in a turn the chassis rotates
out of sink with the wheels. i think that this problems involves collision
reactions between the chasis and wheel geoms. is there a could way to make
sure that contacts between geoms within the car space are ignored?
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