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Why zero hit distance in PxVehiclePhysXRoadGeometryQueryUpdate is interpreted as non hit? #74

Answered by msauter-nvidia
Tooflevor asked this question in Q&A
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In the sweep case, this looks like a bug and we will have a look at it. For raycasts, it's a different story. The ray does not start at the wheel center but at the top of the wheel (see PxVehicleComputeSuspensionRaycast). The motivation for this is to handle scenarios where the wheel at max compression penetrates into the ground. Penetrations are only handled up to a certain distance (the wheel diameter, approximately). Beyond that, it's treated as no collision which was just a design decision. Since distance=0 means initial overlap, we ignore it at that point (see PxLocationHit::hadInitialOverlap()) (but just to be clear, for raycasts it would mean the wheel is sort of penetrating the gr…

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@Tooflevor
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@msauter-nvidia
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