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-rw-r--r--scene/3d/vehicle_body.cpp20
1 files changed, 13 insertions, 7 deletions
diff --git a/scene/3d/vehicle_body.cpp b/scene/3d/vehicle_body.cpp
index 56a86b6a17..32b8219ee0 100644
--- a/scene/3d/vehicle_body.cpp
+++ b/scene/3d/vehicle_body.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -270,6 +270,8 @@ void VehicleWheel::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_skidinfo"), &VehicleWheel::get_skidinfo);
+ ClassDB::bind_method(D_METHOD("get_rpm"), &VehicleWheel::get_rpm);
+
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_as_traction"), "set_use_as_traction", "is_used_as_traction");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_as_steering"), "set_use_as_steering", "is_used_as_steering");
ADD_GROUP("Wheel", "wheel_");
@@ -311,6 +313,11 @@ float VehicleWheel::get_skidinfo() const {
return m_skidInfo;
}
+float VehicleWheel::get_rpm() const {
+
+ return m_rpm;
+}
+
VehicleWheel::VehicleWheel() {
steers = false;
@@ -716,7 +723,7 @@ void VehicleBody::_update_friction(PhysicsDirectBodyState *s) {
real_t rollingFriction = 0.f;
if (wheelInfo.m_raycastInfo.m_isInContact) {
- if (engine_force != 0.f) {
+ if (engine_force != 0.f && wheelInfo.engine_traction != false) {
rollingFriction = -engine_force * s->get_step();
} else {
real_t defaultRollingFrictionImpulse = 0.f;
@@ -865,12 +872,11 @@ void VehicleBody::_direct_state_changed(Object *p_state) {
real_t proj2 = fwd.dot(vel);
wheel.m_deltaRotation = (proj2 * step) / (wheel.m_wheelRadius);
- wheel.m_rotation += wheel.m_deltaRotation;
-
- } else {
- wheel.m_rotation += wheel.m_deltaRotation;
}
+ wheel.m_rotation += wheel.m_deltaRotation;
+ wheel.m_rpm = ((wheel.m_deltaRotation / step) * 60) / Math_TAU;
+
wheel.m_deltaRotation *= real_t(0.99); //damping of rotation when not in contact
}