m_frictionSlip

mi076
Posts: 144
Joined: Fri Aug 01, 2008 6:36 am
Location: Bonn, Germany

m_frictionSlip

Post by mi076 »

Hello. Parameter m_frictionSlip (Bullet's raycast vehicle) should be computed every step (AFAIK any constant values don't make sence). Any suggestions about formula and range for particular case?
Thank you!

Code: Select all

			if (groundObject)
			{
				m_wheelInfo[wheel].m_skidInfo= btScalar(1.);
				
				btScalar maximp = wheelInfo.m_wheelsSuspensionForce * timeStep * wheelInfo.m_frictionSlip;
				btScalar maximpSide = maximp;

				btScalar maximpSquared = maximp * maximpSide;
			

				m_forwardImpulse[wheel] = rollingFriction;//wheelInfo.m_engineForce* timeStep;

				btScalar x = (m_forwardImpulse[wheel] ) * fwdFactor;
				btScalar y = (m_sideImpulse[wheel] ) * sideFactor;
				
				btScalar impulseSquared = (x*x + y*y);

				if (impulseSquared > maximpSquared)
				{
					sliding = true;
					
					btScalar factor = maximp / btSqrt(impulseSquared);
					
					m_wheelInfo[wheel].m_skidInfo *= factor;
				}
			}