use a pivot for the collision entity that will be tied to each point mass (or verlet) in your structure. give your pivot a collision radius that is exactly the same as the radius of your tire model. then load in the tire model mesh and parent it to that pivot. to align the tire use align to vector. to get the two axis needed for align to vector pick two sets of two point masses (or verlets) and store off there coords in a variable. send those variables as the arguments to you align to vector call.
as the pivot collides with your ground objects it will react to the collided surface when you call update world. since the tire mesh is parented to the pivot it will follow its position. so the align to vector is called last so it orients properly after collision has been handled.
does this answer your question?
as the pivot collides with your ground objects it will react to the collided surface when you call update world. since the tire mesh is parented to the pivot it will follow its position. so the align to vector is called last so it orients properly after collision has been handled.
does this answer your question?