Merge pull request #75610 from aaronfranke/sus-travel-m
Change VehicleWheel3D suspension travel to use meters internally
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commit
e0bff2fa06
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@ -160,11 +160,11 @@ real_t VehicleWheel3D::get_suspension_rest_length() const {
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}
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void VehicleWheel3D::set_suspension_travel(real_t p_length) {
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m_maxSuspensionTravelCm = p_length / 0.01;
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m_maxSuspensionTravel = p_length;
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}
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real_t VehicleWheel3D::get_suspension_travel() const {
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return m_maxSuspensionTravelCm * 0.01;
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return m_maxSuspensionTravel;
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}
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void VehicleWheel3D::set_suspension_stiffness(real_t p_value) {
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@ -429,8 +429,8 @@ real_t VehicleBody3D::_ray_cast(int p_idx, PhysicsDirectBodyState3D *s) {
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wheel.m_raycastInfo.m_suspensionLength = hitDistance - wheel.m_wheelRadius;
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//clamp on max suspension travel
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real_t minSuspensionLength = wheel.m_suspensionRestLength - wheel.m_maxSuspensionTravelCm * real_t(0.01);
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real_t maxSuspensionLength = wheel.m_suspensionRestLength + wheel.m_maxSuspensionTravelCm * real_t(0.01);
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real_t minSuspensionLength = wheel.m_suspensionRestLength - wheel.m_maxSuspensionTravel;
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real_t maxSuspensionLength = wheel.m_suspensionRestLength + wheel.m_maxSuspensionTravel;
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if (wheel.m_raycastInfo.m_suspensionLength < minSuspensionLength) {
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wheel.m_raycastInfo.m_suspensionLength = minSuspensionLength;
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}
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@ -50,7 +50,7 @@ class VehicleWheel3D : public Node3D {
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Vector3 m_wheelAxleCS; // const or modified by steering
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real_t m_suspensionRestLength = 0.15;
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real_t m_maxSuspensionTravelCm = 20.0;
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real_t m_maxSuspensionTravel = 0.2;
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real_t m_wheelRadius = 0.5;
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real_t m_suspensionStiffness = 5.88;
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