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authorRĂ©mi Verschelde <remi@verschelde.fr>2021-12-10 15:52:02 +0100
committerGitHub <noreply@github.com>2021-12-10 15:52:02 +0100
commitf675b6b6237696788df1ad9c1f2d9f3d2b025352 (patch)
treec1ff204bb81270d834e72c43b486f97e61f0f519
parent7658868616909822b880c6b4c0dba4ae68e823ad (diff)
parent0c352407d8e7d3c8eb3108a734b5a9746ea14ad7 (diff)
Merge pull request #55723 from rydergaming/get-colliding-body-vehiclewheel
VehicleWheel can now return the surface it's colliding with.
-rw-r--r--doc/classes/VehicleWheel3D.xml7
-rw-r--r--scene/3d/vehicle_body_3d.cpp8
-rw-r--r--scene/3d/vehicle_body_3d.h2
3 files changed, 15 insertions, 2 deletions
diff --git a/doc/classes/VehicleWheel3D.xml b/doc/classes/VehicleWheel3D.xml
index 951f4f8275..17a9e9f7da 100644
--- a/doc/classes/VehicleWheel3D.xml
+++ b/doc/classes/VehicleWheel3D.xml
@@ -11,6 +11,13 @@
<link title="3D Truck Town Demo">https://godotengine.org/asset-library/asset/524</link>
</tutorials>
<methods>
+ <method name="get_contact_body" qualifiers="const">
+ <return type="Node3D" />
+ <description>
+ Returns the contacting body node if valid in the tree, as [Node3D]. At the moment, [GridMap] is not supported so the node will be always of type [PhysicsBody3D].
+ Returns [code]null[/code] if the wheel is not in contact with a surface, or the contact body is not a [PhysicsBody3D].
+ </description>
+ </method>
<method name="get_rpm" qualifiers="const">
<return type="float" />
<description>
diff --git a/scene/3d/vehicle_body_3d.cpp b/scene/3d/vehicle_body_3d.cpp
index 90db093137..5b2d01f8df 100644
--- a/scene/3d/vehicle_body_3d.cpp
+++ b/scene/3d/vehicle_body_3d.cpp
@@ -225,6 +225,10 @@ bool VehicleWheel3D::is_in_contact() const {
return m_raycastInfo.m_isInContact;
}
+Node3D *VehicleWheel3D::get_contact_body() const {
+ return m_raycastInfo.m_groundObject;
+}
+
void VehicleWheel3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_radius", "length"), &VehicleWheel3D::set_radius);
ClassDB::bind_method(D_METHOD("get_radius"), &VehicleWheel3D::get_radius);
@@ -257,6 +261,7 @@ void VehicleWheel3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_friction_slip"), &VehicleWheel3D::get_friction_slip);
ClassDB::bind_method(D_METHOD("is_in_contact"), &VehicleWheel3D::is_in_contact);
+ ClassDB::bind_method(D_METHOD("get_contact_body"), &VehicleWheel3D::get_contact_body);
ClassDB::bind_method(D_METHOD("set_roll_influence", "roll_influence"), &VehicleWheel3D::set_roll_influence);
ClassDB::bind_method(D_METHOD("get_roll_influence"), &VehicleWheel3D::get_roll_influence);
@@ -413,9 +418,8 @@ real_t VehicleBody3D::_ray_cast(int p_idx, PhysicsDirectBodyState3D *s) {
ray_params.exclude = exclude;
ray_params.collision_mask = get_collision_mask();
- bool col = ss->intersect_ray(ray_params, rr);
-
wheel.m_raycastInfo.m_groundObject = nullptr;
+ bool col = ss->intersect_ray(ray_params, rr);
if (col) {
param = source.distance_to(rr.position) / source.distance_to(target);
diff --git a/scene/3d/vehicle_body_3d.h b/scene/3d/vehicle_body_3d.h
index a798c76c1f..eb6923df54 100644
--- a/scene/3d/vehicle_body_3d.h
+++ b/scene/3d/vehicle_body_3d.h
@@ -129,6 +129,8 @@ public:
bool is_in_contact() const;
+ Node3D *get_contact_body() const;
+
void set_roll_influence(real_t p_value);
real_t get_roll_influence() const;