We are currently trying to simulate a waterwheel. Particles are running down a feed and fall into the chambers of the wheel, which causes the wheel to rotate.
The problem is we are stuck at rotating the wheel. We use the wavefront.cpp from the samples to load the wheel from an obj file. I then tried to use cooking to create a PxTriangleMesh and use this to create a kinematic PxRigidDynamic according to https://developer.nvidia.com/sites/default/files/akamai/physx/Manual/Shapes.html#kinematic-triangle-meshes-planes-heighfields
The cooking seems to work, i also get a correct collision with the particles. What i can’t figure out is how to rotate the actor using addForce/addTorque/angularVelocity. The only movement i got was by changing the global pose of the dynamic actor.
Is this even the correct approach for my problem? Is a kinematic actor with a triangle mesh enough for the wheel rotation or do i need to work with convexMeshes? (already dismantled the wheel for the convex shapes to work, but still can’t get a rotation to work)
I looked through the User’s Guide, the Forum and the Samples, still can’t get the hang of this.