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@@ -852,18 +852,26 @@ void VehicleBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
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for (int i = 0; i < wheels.size(); i++) {
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for (int i = 0; i < wheels.size(); i++) {
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VehicleWheel3D &wheel = *wheels[i];
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VehicleWheel3D &wheel = *wheels[i];
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Vector3 relpos = wheel.m_raycastInfo.m_hardPointWS - p_state->get_transform().origin;
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Vector3 relpos = wheel.m_raycastInfo.m_hardPointWS - p_state->get_transform().origin;
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- Vector3 vel = p_state->get_linear_velocity() + (p_state->get_angular_velocity()).cross(relpos); // * mPos);
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+ Vector3 vel = p_state->get_linear_velocity() + (p_state->get_angular_velocity()).cross(relpos);
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if (wheel.m_raycastInfo.m_isInContact) {
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if (wheel.m_raycastInfo.m_isInContact) {
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const Transform3D &chassisWorldTransform = p_state->get_transform();
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const Transform3D &chassisWorldTransform = p_state->get_transform();
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+ // Get forward vector.
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Vector3 fwd(
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Vector3 fwd(
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chassisWorldTransform.basis[0][Vector3::AXIS_Z],
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chassisWorldTransform.basis[0][Vector3::AXIS_Z],
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chassisWorldTransform.basis[1][Vector3::AXIS_Z],
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chassisWorldTransform.basis[1][Vector3::AXIS_Z],
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chassisWorldTransform.basis[2][Vector3::AXIS_Z]);
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chassisWorldTransform.basis[2][Vector3::AXIS_Z]);
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+ // Apply steering rotation to forward vector for steerable wheels.
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+ if (wheel.steers) {
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+ Basis steering_mat(Vector3(0, 1, 0), wheel.m_steering);
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+ fwd = steering_mat.xform(fwd);
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+ }
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+
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real_t proj = fwd.dot(wheel.m_raycastInfo.m_contactNormalWS);
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real_t proj = fwd.dot(wheel.m_raycastInfo.m_contactNormalWS);
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fwd -= wheel.m_raycastInfo.m_contactNormalWS * proj;
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fwd -= wheel.m_raycastInfo.m_contactNormalWS * proj;
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+ fwd.normalize();
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real_t proj2 = fwd.dot(vel);
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real_t proj2 = fwd.dot(vel);
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