From b56a0370c4f480729d2428ce03a733fd21080207 Mon Sep 17 00:00:00 2001 From: TestSubject06 Date: Wed, 3 Jul 2024 08:53:29 -0700 Subject: [PATCH] Expose contact point and contact normal on VehicleWheel3D Appease doctool by switching the order of the documentation page entries. Update doc/classes/VehicleWheel3D.xml Co-authored-by: Hugo Locurcio Update doc/classes/VehicleWheel3D.xml Co-authored-by: Hugo Locurcio Update doc/classes/VehicleWheel3D.xml Thanks, didn't see the typo in the suggested change. Brain auto corrected it. Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> --- doc/classes/VehicleWheel3D.xml | 12 ++++++++++++ scene/3d/physics/vehicle_body_3d.cpp | 10 ++++++++++ scene/3d/physics/vehicle_body_3d.h | 4 ++++ 3 files changed, 26 insertions(+) diff --git a/doc/classes/VehicleWheel3D.xml b/doc/classes/VehicleWheel3D.xml index 92b2297bf4c..7b4952580c6 100644 --- a/doc/classes/VehicleWheel3D.xml +++ b/doc/classes/VehicleWheel3D.xml @@ -18,6 +18,18 @@ Returns [code]null[/code] if the wheel is not in contact with a surface, or the contact body is not a [PhysicsBody3D]. + + + + Returns the normal of the suspension's collision in world space if the wheel is in contact. If the wheel isn't in contact with anything, returns a vector pointing directly along the suspension axis toward the vehicle in world space. + + + + + + Returns the point of the suspension's collision in world space if the wheel is in contact. If the wheel isn't in contact with anything, returns the maximum point of the wheel's ray cast in world space, which is defined by [code]wheel_rest_length + wheel_radius[/code]. + + diff --git a/scene/3d/physics/vehicle_body_3d.cpp b/scene/3d/physics/vehicle_body_3d.cpp index c23032d3b90..b4c321cf5fa 100644 --- a/scene/3d/physics/vehicle_body_3d.cpp +++ b/scene/3d/physics/vehicle_body_3d.cpp @@ -219,6 +219,14 @@ bool VehicleWheel3D::is_in_contact() const { return m_raycastInfo.m_isInContact; } +Vector3 VehicleWheel3D::get_contact_point() const { + return m_raycastInfo.m_contactPointWS; +} + +Vector3 VehicleWheel3D::get_contact_normal() const { + return m_raycastInfo.m_contactNormalWS; +} + Node3D *VehicleWheel3D::get_contact_body() const { return m_raycastInfo.m_groundObject; } @@ -256,6 +264,8 @@ void VehicleWheel3D::_bind_methods() { 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("get_contact_point"), &VehicleWheel3D::get_contact_point); + ClassDB::bind_method(D_METHOD("get_contact_normal"), &VehicleWheel3D::get_contact_normal); 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); diff --git a/scene/3d/physics/vehicle_body_3d.h b/scene/3d/physics/vehicle_body_3d.h index def99844406..24f120ed26b 100644 --- a/scene/3d/physics/vehicle_body_3d.h +++ b/scene/3d/physics/vehicle_body_3d.h @@ -130,6 +130,10 @@ public: bool is_in_contact() const; + Vector3 get_contact_point() const; + + Vector3 get_contact_normal() const; + Node3D *get_contact_body() const; void set_roll_influence(real_t p_value);