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Diffstat (limited to 'scene/3d/vehicle_body.cpp')
-rw-r--r--scene/3d/vehicle_body.cpp7
1 files changed, 3 insertions, 4 deletions
diff --git a/scene/3d/vehicle_body.cpp b/scene/3d/vehicle_body.cpp
index 32b8219ee0..89e96e0227 100644
--- a/scene/3d/vehicle_body.cpp
+++ b/scene/3d/vehicle_body.cpp
@@ -585,7 +585,7 @@ void VehicleBody::_resolve_single_bilateral(PhysicsDirectBodyState *s, const Vec
if (p_rollInfluence > 0.0) {
// !BAS! But seeing we apply this frame by frame, makes more sense to me to make this time based
// keeping in mind our anti roll factor if it is set
- contactDamping = s->get_step() / p_rollInfluence;
+ contactDamping = MIN(contactDamping, s->get_step() / p_rollInfluence);
}
#define ONLY_USE_LINEAR_MASS
@@ -723,7 +723,7 @@ void VehicleBody::_update_friction(PhysicsDirectBodyState *s) {
real_t rollingFriction = 0.f;
if (wheelInfo.m_raycastInfo.m_isInContact) {
- if (engine_force != 0.f && wheelInfo.engine_traction != false) {
+ if (engine_force != 0.f && wheelInfo.engine_traction) {
rollingFriction = -engine_force * s->get_step();
} else {
real_t defaultRollingFrictionImpulse = 0.f;
@@ -928,8 +928,7 @@ void VehicleBody::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::REAL, "steering", PROPERTY_HINT_RANGE, "-180,180.0,0.01"), "set_steering", "get_steering");
}
-VehicleBody::VehicleBody() :
- RigidBody() {
+VehicleBody::VehicleBody() {
m_pitchControl = 0;
m_currentVehicleSpeedKmHour = real_t(0.);