Suspension non raycast

Hello, I’m not long ago began studying PhysX SDK 3.3, and does not suit me raycast suspension, where can I find examples of creating a suspension without raycast version PhysX SDK 3.3. In 2.8 PhysX SDK were examples without raycast, but I Do not know even where to start . It would be good to get at least some some starting points. Thank you!

Could you explain a bit more what you would like to achieve that won’t be achieved with raycasts? There are many possible approaches with different costs and benefits so it’s hard to recommend one without knowing more about the use case.

Gordon

Thank you for the quick response, the fact that I do tank, and it should I overcome various complex surfaces, and with rayсast wheels not have collision and respond only to beam rayсast, write on the Internet that can be done through D6 joint, but or where there is not any informationhttp://imgur.com/3YdlnRZ Sorry for my english.

Raycasts certainly have their limits. Upcoming in 3.4, we are adding support for sweeps to solve the exact problem you linked to. This just sweeps the wheel shape downwards and reports everything met by the swept wheel. The workaround in 3.3 is to strategically place extra collision geometry around the wheel so that it interacts with the world in addition to the raycast against the ground. There are many, many customers doing this with some success. For a tank you would only need to add extra geometry to the front of the front wheel front and to the rear of the rear wheel.

Uisng joints is a significantly more expensive way of modelling a tank but comes with some benefits. What you would need to do is to create a rigid body for each wheel, and a rigid body for the main body of the tank. Each wheel is connected to the main body of the tank with a joint that constraints the relative motion of the two so that the wheel can only move along the suspension travel direction. A prismatic joint will perform this function. PhysX already ships with support for primsatic joints so perhaps take a look at PxPrismaticJoint.h.

Gordon

Thank you for your quick answers. I’ll be waiting eagerly SDK 3.4 and will look PxPrismaticJoint.h