FTI - Add custom interpolation for wheels#105915
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Rebased as there is some problem today with CI with static checks. No change to code. |
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Thanks! |
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Now the 3D FTI has been moved to scene side, we have the opportunity to finally fix wheel interpolation to cope with high speed rotation.
Fixes #72207
Forward port of #105816
See #52846 (comment)
See #52846 (comment)
Description
Uses a somewhat "new" approach of managing the wheel interpolation from the vehicle rather than the wheels. This should be more efficient, and I don't think there should be any downsides. The vehicle is therefore set to the default
physics_interpolation_modeON and the wheels OFF, and the vehicle controls the wheels.Notes
m_rotationreaches high values.resetsand also vehicles first entering the tree on the frame, where transform must be reset after the first physics tick (which is the first place an xform is available).Discussion
This doesn't provide a general solution to the problem of phasing, it is specific to wheels. If we later do decide on a general solution, this solution can easily be replaced.