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Merge pull request #75080 from adamscott/set-vehiculewheel3d-reasonable-value

Set `VehiculeWheel3D` `suspension_travel` default value to a reasonable one
Yuri Sizov 2 年之前
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共有 2 个文件被更改,包括 2 次插入2 次删除
  1. 1 1
      doc/classes/VehicleWheel3D.xml
  2. 1 1
      scene/3d/vehicle_body_3d.h

+ 1 - 1
doc/classes/VehicleWheel3D.xml

@@ -61,7 +61,7 @@
 		<member name="suspension_stiffness" type="float" setter="set_suspension_stiffness" getter="get_suspension_stiffness" default="5.88">
 			This value defines the stiffness of the suspension. Use a value lower than 50 for an off-road car, a value between 50 and 100 for a race car and try something around 200 for something like a Formula 1 car.
 		</member>
-		<member name="suspension_travel" type="float" setter="set_suspension_travel" getter="get_suspension_travel" default="5.0">
+		<member name="suspension_travel" type="float" setter="set_suspension_travel" getter="get_suspension_travel" default="0.2">
 			This is the distance the suspension can travel. As Godot units are equivalent to meters, keep this setting relatively low. Try a value between 0.1 and 0.3 depending on the type of car.
 		</member>
 		<member name="use_as_steering" type="bool" setter="set_use_as_steering" getter="is_used_as_steering" default="false">

+ 1 - 1
scene/3d/vehicle_body_3d.h

@@ -50,7 +50,7 @@ class VehicleWheel3D : public Node3D {
 	Vector3 m_wheelAxleCS; // const or modified by steering
 
 	real_t m_suspensionRestLength = 0.15;
-	real_t m_maxSuspensionTravelCm = 500.0;
+	real_t m_maxSuspensionTravelCm = 20.0;
 	real_t m_wheelRadius = 0.5;
 
 	real_t m_suspensionStiffness = 5.88;