As a little example of what I have accomplished so far(very basic) I have recorded the following video.
Now that I have got Cocos3D up and running with Bullet physics, I thought the first step would be to try and implement some of their examples.
This is where the ray cast vehicle came into play.
I have had to make some alterations to the btRaycastVehicle library to get it up and running.
I could not for the live of me get the steering rotation to render correctly within cocos3d.
So I stripped out the steering rotation from within bullet and now do this within my cocos3d app.
In
void btRaycastVehicle::updateWheelTransform( int wheelIndex , bool interpolatedTransform)
I have changed
wheel.m_worldTransform.setBasis(steeringMat * rotatingMat * basis2);
to
wheel.m_worldTransform.setBasis(steeringMat * btMatrix3x3(m_chassisBody->getOrientation()));
Now within my cocos3d application I have a wheel node that renders the position and steering angle of the physics wheel and a child node that is actually the tyre.
I rotate the tyre node manually from my wheels rotation information
tyre.rotation = cc3v(-1 * (wheelInf.m_rotation * (180/3.142)),0,0);
The above converts the m_rotation in radians to the degrees required for cocos3d rotation.
Unfortunatly after all this it has shown to me that a raycast vehicle doesn't really work for trucks moving over terrain, so I will now need to construct one from scratch! Lets see what happens....
Duncan.
Hi! Im having trouble to create a 2D menu(inside cocos3d) like what you had in your video. Can you teach me how you do that?? Thanks!
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