[java] setMaxSuspensionForce [/java]
ive set this value to the max float value still goes through the plane. im using the testphysicscar code but how ever i change the stiffness or whatever it keeps bouncing alot. straight line works its the turning that the wheels all of the sudden goes through
Don’t use a large box as surface, read the javadoc of the suspension methods.
im useing a plane. thought it could be some common problem i will post code if you need.
[java]
scene = assetManager.loadModel(“Scenes/MainScene.j3o”);
CollisionShape map = CollisionShapeFactory.createMeshShape(scene);
floorPlane = new RigidBodyControl(map, 0);
Node mapNode = new Node(“map node”);
mapNode.addControl(floorPlane);
mapNode.attachChild(scene);
getPhysicsSpace().add(mapNode);
rootNode.attachChild(mapNode);
[/java]
[java]
cubeModel = assetManager.loadModel(“Models/cube/cube.j3o”);
characterNode = new Node(“player node”);
CollisionShape carHull = CollisionShapeFactory.createDynamicMeshShape(cubeModel);
CompoundCollisionShape compoundShape = new CompoundCollisionShape();
compoundShape.addChildShape(carHull, new Vector3f(0f,2f,0f));
player = new VehicleControl(compoundShape, 400f);
characterNode.addControl(player);
characterNode.attachChild(cubeModel);
[/java]
what im notecing is that yOff is positioning the carHull shape in the world.
[java]
//Create four wheels and add them at their locations
Vector3f wheelDirection = new Vector3f(0f, -1f, 0f); // was 0, -1, 0
Vector3f wheelAxle = new Vector3f(-1f, 0f, 0f); // was -1, 0, 0
float radius = 1f;
float restLength = 0.3f;
float yOff = -.5f;
float xOff = 2f;
float zOff = 3f;
[/java]
the best performance is when dampvalue and that other value are 0.1 both. still very shaky. and why does the debugger throw a exception at the plane code? works without it.
@Ben255 said: im useing a plane. thought it could be some common problem i will post code if you need.[java]
scene = assetManager.loadModel(“Scenes/MainScene.j3o”);
CollisionShape map = CollisionShapeFactory.createMeshShape(scene);
floorPlane = new RigidBodyControl(map, 0);
[/java]
@normen said: Don't use a large box as surface, read the javadoc of the suspension methods.
@Ben255 you are kind of splitting hairs to suggest that a plane is different than a box in this case. The point is: if you have very large triangles relative to your car’s size then you will have issues. So we’ll all just assume that your 'MainScene.j3o" is just two giant triangles or something.
okay, dont fully understand what you guys mean yet but i will ponder thanks ^^
@Ben255 said: okay, dont fully understand what you guys mean yet but i will ponder thanks ^^
Let us know if it is still unclear.
aha, yes. but when i run the test carphysics with the debugger its using one box as plane. also is there a example program that explains this?(how to implement it)
thanks.
this didnt change anything about the car :s still bouncing and stuff
[java]
scene = assetManager.loadModel(“Scenes/MainScene.j3o”);
Geometry sceneGeo = findGeom(scene,“terrain-MainScene”);
terrain = new TerrainQuad(“terrain”, 65, 513, null);
terrainControl = new TerrainLodControl(terrain, getCamera());
terrainControl.setLodCalculator(new DistanceLodCalculator(65, 2.7f) );
terrain.addControl(terrainControl);
terrain.setMaterial(sceneGeo.getMaterial());
rootNode.attachChild(terrain);
floorPlane = new RigidBodyControl(0);
terrain.addControl(floorPlane);
getPhysicsSpace().addAll(terrain);
[/java]
i have not placed the car model in the MainScene tho, is that mandatory?.(lol nvm)
okay, im a retard :p. the cars box was not all the way out to the wheels so when turning that kinda screwd it all up