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Rec.Autos.Simulators Archive

Car Physics: Rigid body

3 posts by 3 people · 24 May 2002 23:21 UTC - 26 May 2002 19:12 UTC

Alex Smith 24 May 2002 23:21 UTC#118735
Hi Now that I'm happy with my sim on a flat surface, I am interested in introducing rigid body dynamics Firstly, what is better to implement first a) a rigid body system to the car can flip, roll and leave the gound and stuff (albeit still on a flat surface), or b) some sort of non-flat world, which would involve wheel-road polygon detection ? Also, could anybody point me in the direction of some good sources of information (preferably online) for the above topics?? Thanks in advance! Alex Smith
Hi Alex, > Now that I'm happy with my sim on a flat surface, I am interested in > introducing rigid body dynamics > > Firstly, what is better to implement first a) a rigid body system to the > car can flip, roll and leave the gound and stuff (albeit still on a flat > surface), or b) some sort of non-flat world, which would involvewheel-road > polygon detection ? There's 2 issues here - a rigid body simulator and collision detections. It's probably best to treat them seperately to simplify your development. Probably the best approach would be to implement a general RB simulator first, so that you can apply forces to a body and it will behave in the correct way (with linear and angular velocities). This is quite easy to test (you can just apply random forces at random points and see how it reacts) and once implemented should be quite easy to integrate into your existing stuff. There's plenty of stuff online about RB dynamics, try a search with google. You should also search for names such as David Baraff http://www-2.cs.cmu.edu/~baraff/, Jeff lander and Chris Hecker, who have all written numerous papers on the subject which are available online. Once you've implemented this (say in a couple of weeks or so :O) you could then look at collision detection to get proper reactions to your car from the environment. Don't have any links to this, but again google will help. Search for things like "colliision detection", "collision response", "sphere-polygon intersection" etc. You should prbably begin with something simple (eg a sphere around each wheel). You're collision response algorithm will generate impulses which you can feed into your RB simulator, and your car should bounce around quite nicely. You'll eventually want something more complex, but your searching should lead you onto more advanced techniques. (also I think Jeff Lander did some papers about collisions) Happy searching, Mike.
Quoted text (8 lines)> Also, could anybody point me in the direction of some good sources of > information (preferably online) for the above topics?? > > Thanks in advance! > > Alex Smith > >
On Sat, 25 May 2002 17:56:15 +0100, "Mike Stanley" <[email hidden]> wrote: ...
Quoted text (8 lines)>Once you've implemented this (say in a couple of weeks or so :O) you could >then look at collision detection to get proper reactions to your car from >the environment. Don't have any links to this, but again google will help. >Search for things like "colliision detection", "collision response", >"sphere-polygon intersection" etc. You should prbably begin with something >simple (eg a sphere around each wheel). You're collision response algorithm >will generate impulses which you can feed into your RB simulator, and your >car should bounce around quite nicely.
And if you do find a nice function that generates contact points for an OBB vs. triangle, please let me know. ;-) I currently use ODE which only does OBB-plane points. So once I detect an OBB vs. triangle hit, I create a plane and let the function generate contact points. Unfortunately, at some angles (too many) you get contact points which are (quite a bit) outside the triangle itself. The end effect is that too deep contact points are generated and the car gets a serious slam. I must still try a point-in-triangle test; which is some crossproducts to see if the contact points are in the extruded triangle space. That may relieve. But ofcourse, that also kills contact points, so collision response may suffer. Ruud van Gaal Free car sim: http://www.racer.nl/ Pencil art : http://www.marketgraph.nl/gallery/

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