physx-js-webidl
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About Vehicle
Hello great port of 5.1 the speed up is amazing ! I see you don't expose vehicle function do you plan to add them that would be great.
Yes I'm currently on that. The vehicle API has changed significantly compared to 4.1 so it's quite a bit of work...
Awesome, i hope they have simplified vehicle API because it was not easy to use
Hi happy new year thank's for adding vehicle is great i have little missing and i don't find value in doc vehicle.get_transmissionCommandState().set_targetGear(PxVehicleEngineDriveTransmissionCommandStateEnum.eAUTOMATIC_GEAR.value); eAUTOMATIC_GEAR is not exposed, what the value ?
Hmm, I think it is exposed... Anyway, in the Nvidia docs you can click on the file name and then show source to see the actual values: https://nvidia-omniverse.github.io/PhysX/physx/5.1.2/_build/physx/latest/program_listing_file_include_vehicle2_commands_PxVehicleCommandStates.h.html#program-listing-file-include-vehicle2-commands-pxvehiclecommandstates-h
For eAUTOMATIC_GEAR it is 0xff
ok thank's have to experiment now my car seem's go forward ? front wheel is 0 1 or 2 3 ?
i wan't control car with keyboard is with vehicle.getCommandState().setThrottle(1); // key for acceleration vehicle.getCommandState().setNbBrakes(0); vehicle.getCommandState().setSteer(0); // for turn
The front wheels are 0 (left) and 1 (right). The vehicle is controlled via its command state (like you wrote). In order to brake you also have to add a brake command:
vehicle.getCommandState().setNbBrakes(1);
vehicle.getCommandState().set_brakes(0, brakeValue); // brakeValue between 0.0 and 1.0
ok i use get_wheelRigidBody1dStates(i).rotationAngle to update my wheel mesh i guess Throttle value is also between 0.0 and 1.0 ( for reverser just have to set targetGear to 0 )
do you know how change car shape to custom convex and get physics interaction with other object i look you initialisation code in java version, wheel shape now work in js is great.
yo ok i find :) how make custom car chassis physxParams.set_physxActorShapeFlags( new PhysX.PxShapeFlags( shapeflag ) ) physxParams.set_physxActorSimulationFilterData( carQueryFilterData )
For updating the wheels I would recommend using vehicle.getBaseState().getWheelLocalPoses(i)
which also includes the suspension travel, steering etc.
yes but getWheelLocalPoses quarternion is wrong ( position is good ) i use state.get_wheelRigidBody1dStates(i).rotationAngle // X i<2 ? command.get_steer() : 0 // Y state.get_tireCamberAngleStates(i).camberAngle // Z
It works for me, but if the individual angles work as well that's fine as well
yes you right new version quarternion work
they are something strange on your java setup ( is same as original physx example ) actorShapeLocalPose is ( 0, 0.83, 1.37 ) actorCMassLocalPose is ( 0, 0.55, 1.594 ) move center of mass to front bottom ok but why move z shape local pose ? that make model only over front wheel ?