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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