From 0c352407d8e7d3c8eb3108a734b5a9746ea14ad7 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Steve=20Szil=C3=A1gyi?= Date: Wed, 8 Dec 2021 12:10:56 +0100 Subject: [PATCH] VehicleWheel can now return the surface it's colliding with. Fixed PR issues. Update vehicle_body_3d.cpp Apply suggestions from code review Co-authored-by: Camille Mohr-Daurat --- doc/classes/VehicleWheel3D.xml | 7 +++++++ scene/3d/vehicle_body_3d.cpp | 8 ++++++-- scene/3d/vehicle_body_3d.h | 2 ++ 3 files changed, 15 insertions(+), 2 deletions(-) diff --git a/doc/classes/VehicleWheel3D.xml b/doc/classes/VehicleWheel3D.xml index 951f4f827536..17a9e9f7da59 100644 --- a/doc/classes/VehicleWheel3D.xml +++ b/doc/classes/VehicleWheel3D.xml @@ -11,6 +11,13 @@ https://godotengine.org/asset-library/asset/524 + + + + 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]. + + diff --git a/scene/3d/vehicle_body_3d.cpp b/scene/3d/vehicle_body_3d.cpp index 90db093137ed..5b2d01f8dfc0 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 a798c76c1fd3..eb6923df544f 100644 --- a/scene/3d/vehicle_body_3d.h +++ b/scene/3d/vehicle_body_3d.h @@ -129,6 +129,8 @@ class VehicleWheel3D : public Node3D { bool is_in_contact() const; + Node3D *get_contact_body() const; + void set_roll_influence(real_t p_value); real_t get_roll_influence() const;