I'm working on a physics simulation for a vehicle. I'm calculating each wheel's angular velocity by taking the velocity at the wheel's contact point and dividing by the wheel radius (ω = v / r). This works as I need to know the angular velocity for engine braking.
But I'm stuck on how torque works during wheel spin. If the wheel is in contact with the ground and not slipping, the velocity at the contact point is 0, but if I want to apply torque to make the wheel spin (like accelerating or losing traction), I still need the wheel to rotate.
So how do you correctly apply angular velocity to a wheel in this case? Because using v_contact / r breaks down when v_contact = 0, and doesn't let the wheel spin even if torque is applied.