Hello JC,
On 07-Aug-23 17:47, 'JC Denton' via ProjectChrono wrote:
I have my simulation running in unreal, where I have a terrain mesh
that I can export as a mesh or heightmap. But I also have numerous
static meshes that the vehicle canĀ drive on also such as extended
dirt pathways, large flat rocks etc.
Understood.
I can't call from Chrono-> into Unreal to ray cast these objects in
this case and let Unreal do the height queries, since there isn't a
synchronous method of doing so.
You are aware that there is an option to provide a way to provide a
"functor" object for doing such raycasts in your custom terrain to
calculate the height, normal and friction at any point? See
https://api.projectchrono.org/development/classchrono_1_1vehicle_1_1_ch_terrain.html#a8e3e66a8f15858149786fe234dda23bd
for the methods to register such functors. If you have terrain that
needs to be used differently (I'm not that familiar with the terrain
code in Unreal) then this is a hook you might be able to leverage. Or
did you try this and is something else blocking you from making this work?
How best to add these to the simulation? Should I treat them as static
bullet colliders and add them that way, or should I be converting each
of these pathways into a terrain patch of their own? Is there a
realistic limit on how many terrain patches I can add?
The overall poly count of all my meshes is quite high so I would like
to anticipate any performance issues ahead of time.
In general I would say that if you just provide a huge mesh (or multiple
smaller ones) the speed of the default implementation is likely to
become an issue (it was in my case, which is why I ended up using the
functors I mentioned above).
Hope this helps (a bit).
Greetings, Marcel
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