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Continuous Collision Detection does not apply on RaycastVehicle #314

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sakidev opened this issue Jul 12, 2020 · 1 comment
Open

Continuous Collision Detection does not apply on RaycastVehicle #314

sakidev opened this issue Jul 12, 2020 · 1 comment

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@sakidev
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sakidev commented Jul 12, 2020

Hi there, I've been playing around with AmmoJS/Bullet RaycastVehicle in really fast settings and I've seen CCD does not apply for RaycastVehicle.

If I create a Sphere body and set a very high impulse against a ramp, the Sphere body will collide completely fine.

While with the RaycastVehicle, even applying CCD, it will keep going through the ramp like if it had no CCD enabled.

I'm applying CCD using these functions of the rigidbody class body.setCcdMotionThreshold(1); and body.setCcdSweptSphereRadius(0.2);

The box collider of the vehicle has a half extents of a little less than 1, so I think those values are good. I've been playing around with bigger and smaller CCD values but it still won't do any difference whatsoever.

You can try out the test build here (sphere will get the impulse 1sec after the game loads up), use up arrow key to accelerate the vehicle to the maximum (1000units): https://playcanv.as/p/ldDFAFKp/

@suddenly4
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I thing set ray by to every wheel, or just near point for example body car/ point (shock absorber etc) who look At directon set how you want (options: only down). Ray ammo.js need apdate and every frame destroy if RAF, unfortunaly I couldn't just set it up without initiation
How make ray three or ray Ammo: https://jsfiddle.net/suddenly4/xp9kc056/1/
CCD and ray not related, length ray you could set, then get point intersect (position point, normal, distance)

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