GDScript can now tell if the wheel is in contact with the ground; change roll influence of the wheel in editor

This commit is contained in:
Zireael07 2017-05-19 14:10:10 +02:00
parent a75623f436
commit c82c5a2e56
2 changed files with 23 additions and 0 deletions

View file

@ -214,6 +214,18 @@ float VehicleWheel::get_friction_slip() const {
return m_frictionSlip;
}
void VehicleWheel::set_roll_influence(float p_value) {
m_rollInfluence = p_value;
}
float VehicleWheel::get_roll_influence() const {
return m_rollInfluence;
}
bool VehicleWheel::is_in_contact() const {
return m_raycastInfo.m_isInContact;
}
void VehicleWheel::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_radius", "length"), &VehicleWheel::set_radius);
@ -246,9 +258,15 @@ void VehicleWheel::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_friction_slip", "length"), &VehicleWheel::set_friction_slip);
ClassDB::bind_method(D_METHOD("get_friction_slip"), &VehicleWheel::get_friction_slip);
ClassDB::bind_method(D_METHOD("is_in_contact"), &VehicleWheel::is_in_contact);
ClassDB::bind_method(D_METHOD("set_roll_influence", "roll_influence"), &VehicleWheel::set_roll_influence);
ClassDB::bind_method(D_METHOD("get_roll_influence"), &VehicleWheel::get_roll_influence);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_as_traction"), "set_use_as_traction", "is_used_as_traction");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_as_steering"), "set_use_as_steering", "is_used_as_steering");
ADD_GROUP("Wheel", "wheel_");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "wheel_roll_influence"), "set_roll_influence", "get_roll_influence");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "wheel_radius"), "set_radius", "get_radius");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "wheel_rest_length"), "set_suspension_rest_length", "get_suspension_rest_length");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "wheel_friction_slip"), "set_friction_slip", "get_friction_slip");

View file

@ -126,6 +126,11 @@ public:
void set_use_as_steering(bool p_enabled);
bool is_used_as_steering() const;
bool is_in_contact() const;
void set_roll_influence(float p_value);
float get_roll_influence() const;
VehicleWheel();
};