diff options
Diffstat (limited to 'scene/3d/vehicle_body_3d.cpp')
-rw-r--r-- | scene/3d/vehicle_body_3d.cpp | 9 |
1 files changed, 4 insertions, 5 deletions
diff --git a/scene/3d/vehicle_body_3d.cpp b/scene/3d/vehicle_body_3d.cpp index 9c6b940b00..4c71ab470b 100644 --- a/scene/3d/vehicle_body_3d.cpp +++ b/scene/3d/vehicle_body_3d.cpp @@ -794,7 +794,7 @@ void VehicleBody3D::_update_friction(PhysicsDirectBodyState3D *s) { s->get_transform().origin; if (m_forwardImpulse[wheel] != real_t(0.)) { - s->apply_impulse(rel_pos, m_forwardWS[wheel] * (m_forwardImpulse[wheel])); + s->apply_impulse(m_forwardWS[wheel] * (m_forwardImpulse[wheel]), rel_pos); } if (m_sideImpulse[wheel] != real_t(0.)) { PhysicsBody3D *groundObject = wheelInfo.m_raycastInfo.m_groundObject; @@ -812,7 +812,7 @@ void VehicleBody3D::_update_friction(PhysicsDirectBodyState3D *s) { #else rel_pos[1] *= wheelInfo.m_rollInfluence; //? #endif - s->apply_impulse(rel_pos, sideImp); + s->apply_impulse(sideImp, rel_pos); //apply friction impulse on the ground //todo @@ -850,10 +850,9 @@ void VehicleBody3D::_direct_state_changed(Object *p_state) { suspensionForce = wheel.m_maxSuspensionForce; } Vector3 impulse = wheel.m_raycastInfo.m_contactNormalWS * suspensionForce * step; - Vector3 relpos = wheel.m_raycastInfo.m_contactPointWS - state->get_transform().origin; + Vector3 relative_position = wheel.m_raycastInfo.m_contactPointWS - state->get_transform().origin; - state->apply_impulse(relpos, impulse); - //getRigidBody()->applyImpulse(impulse, relpos); + state->apply_impulse(impulse, relative_position); } _update_friction(state); |