Accessing/subclassing to TriangleMeshInterface

Hi
Im trying to implement a vehicle simulation. In a document from Kester Maddock [[1]] (https://docs.google.com/document/d/18edpOwtGgCwNyvakS78jxMajCuezotCU_0iezcwiFQc/edit), recommends interpolating the normals to improve the simulation. One of the requirements for this is to implement your own btStridingMeshInterface subclass. From Urho3D source code, I’ve read that TriangleMeshInterface is a subclass from btStridingMeshInterface through btTriangleIndexVertexArray.
The question is if there is a way to get the normals without modifying TriangleMeshInterface? Also, why this class is hidden for subclassing?
Any help would be appreciated.
Thanks in advance.
Best regards,
Tobias.

Hi Tobias,

Urho does not expose much of Bullet, so using it directly could make more sense.
Maybe a core dev will see this and have modified the interface in a matter of hours. :slight_smile:
And always, we are welcome to propose or pull-request additional API/bindings.

By the way, there are a number of vehicle-related bits around for reference.

@jmiller thanks for response. I’ve been able to implement successfully the vehicle (I use a similar approach of @Lumak offroad vehicle implementation). Now, I want to get a more smoother driving and found Kester’s notes.
I’ve a few ideas on the modifications required for this, but I want to know if there is a more easy way to do it, or at least what’s are the base guidelines for this classes.
Best regards,
Tobias.