frier
27-08-2007 12:15:50
Ok, I've been working on this Vehicle thing on and off and found myself reading more then implementing. ANYWAYS.
Ill start with a simple one that i'm angry i cant do:
i want my car to tilt backwards slowly when they go off jumps.
1)
I have this currently because it goes spastic on the X and Z axis if i dont.
How do i make it more resistant on the i guess Z axis?(i think the DEFAULT car mesh faces down the Z, im thinking, setAngularDamping )
I guess just setting up an animation would be enough.
2)
I need to tighten suspension so the body doesnt bounce when i land, i read through Ageia tutorials and pretty much get the gist on how it works. But dont know how to use NxOgre with suspension.
like this?
3)
I also would like to see what happens if the wheels on my car are all spinning and all steering. Should i just change/overload the createFourWheelSet function so they all "w.Drive" and all "w.Steering"?
P.S
Is this a mistype?
How much will this all cost me?
Ill start with a simple one that i'm angry i cant do:
i want my car to tilt backwards slowly when they go off jumps.
1)
I have this currently because it goes spastic on the X and Z axis if i dont.
mBody->raiseBodyFlag(NX_BF_FROZEN_ROT_Z);
mBody->raiseBodyFlag(NX_BF_FROZEN_ROT_X);
How do i make it more resistant on the i guess Z axis?(i think the DEFAULT car mesh faces down the Z, im thinking, setAngularDamping )
I guess just setting up an animation would be enough.
2)
I need to tighten suspension so the body doesnt bounce when i land, i read through Ageia tutorials and pretty much get the gist on how it works. But dont know how to use NxOgre with suspension.
like this?
bugWheels.frontLeft->setSuspensionTravel(0.2f)
bugWheels.frontRight->setSuspensionTravel(0.2f)
3)
I also would like to see what happens if the wheels on my car are all spinning and all steering. Should i just change/overload the createFourWheelSet function so they all "w.Drive" and all "w.Steering"?
P.S
Is this a mistype?
void Actor::setAngularDamping(NxReal r) {
mActor->setLinearDamping(r); <- Mistype? setAngularDamping()?
}
//////////////////////////////////////////////////////////
NxReal Actor::getAngularDamping() const {
return mActor->getAngularDamping();
}
How much will this all cost me?