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VehicleWheel can now return the surface it's colliding with. #55723

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rydergaming
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@rydergaming rydergaming commented Dec 8, 2021

As per this proposed change I implemented the functionality to have give the ability to VehicleWheel to return the surface it's colliding with.

In this picture the two Blue and White bodies' ID's are returned by two VehicleWheels to the console.
image

Bugsquad edit: Implements godotengine/godot-proposals#3640

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Thanks, it generally looks good! I've left some comments to fix and clarify a few things.

scene/3d/vehicle_body_3d.h Outdated Show resolved Hide resolved
scene/3d/vehicle_body_3d.cpp Outdated Show resolved Hide resolved
scene/3d/vehicle_body_3d.cpp Outdated Show resolved Hide resolved
scene/3d/vehicle_body_3d.cpp Outdated Show resolved Hide resolved
scene/3d/vehicle_body_3d.cpp Outdated Show resolved Hide resolved
doc/classes/VehicleWheel3D.xml Outdated Show resolved Hide resolved
doc/classes/VehicleWheel3D.xml Outdated Show resolved Hide resolved
@rydergaming rydergaming requested review from pouleyKetchoupp and removed request for a team December 9, 2021 10:57
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@pouleyKetchoupp I implemented the requested changes.

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Looks good! Just make sure you squash your commits into one using interactive rebase.

@@ -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);
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Just nitpicking, but brackets are not needed :)

@pouleyKetchoupp pouleyKetchoupp added the cherrypick:3.x Considered for cherry-picking into a future 3.x release label Dec 9, 2021
@rydergaming rydergaming requested review from a team as code owners December 10, 2021 08:34
@akien-mga akien-mga removed request for a team December 10, 2021 10:22
@@ -225,6 +225,10 @@ bool VehicleWheel3D::is_in_contact() const {
return m_raycastInfo.m_isInContact;
}

Node3D *VehicleWheel3D::get_contact_body() const {
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There seems to be a trailing tab here, the style checks would fail. While fixing it, might be worth addressing https://github.com/godotengine/godot/pull/55723/files#r765866806 too.

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Fixed these as well.

wheel.m_raycastInfo.m_groundObject = nullptr;
bool col = ss->intersect_ray(ray_params, rr);
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Trailing tab here.

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Fixed, thank you!

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I noticed this PR got a cherrypick. Could I do that as well once it's merged?

Once merged I would typically do the cherry-pick myself, unless it needs to be a dedicated backport due to significantly different codebases (but here it's similar, I'll just have to handle the node renames like Node3D -> Spatial).

@rydergaming rydergaming force-pushed the get-colliding-body-vehiclewheel branch from 258d2eb to 9cc0596 Compare December 10, 2021 10:39
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I noticed this PR got a cherrypick. Could I do that as well once it's merged?

Once merged I would typically do the cherry-pick myself, unless it needs to be a dedicated backport due to significantly different codebases (but here it's similar, I'll just have to handle the node renames like Node3D -> Spatial).

Ah, okay! I'll let you do it then. I'm sorry I'm new to the Godot Development workflow. (I'm also not a big Git mage)

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There's one issue left, the method added in the documentation is not following alphabetical ordering: https://github.com/godotengine/godot/runs/4482502518?check_suite_focus=true

For future contributions, you can use godot --doctool to generate the class reference template instead of doing it manually: https://docs.godotengine.org/en/latest/community/contributing/updating_the_class_reference.html

Fixed PR issues.

Update vehicle_body_3d.cpp

Apply suggestions from code review

Co-authored-by: Camille Mohr-Daurat <pouleyKetchoup@gmail.com>
@rydergaming rydergaming force-pushed the get-colliding-body-vehiclewheel branch from 9cc0596 to 0c35240 Compare December 10, 2021 12:22
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There's one issue left, the method added in the documentation is not following alphabetical ordering: https://github.com/godotengine/godot/runs/4482502518?check_suite_focus=true

For future contributions, you can use godot --doctool to generate the class reference template instead of doing it manually: https://docs.godotengine.org/en/latest/community/contributing/updating_the_class_reference.html

Thank you! I fixed this issue and uploaded a new version. I'll be more careful next time.

@akien-mga akien-mga merged commit f675b6b into godotengine:master Dec 10, 2021
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Thanks! And congrats for your first merged Godot contribution 🎉

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Cherry-picked for 3.5.

@akien-mga akien-mga removed the cherrypick:3.x Considered for cherry-picking into a future 3.x release label Dec 10, 2021
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3 participants