diff --git a/doc/classes/VehicleWheel.xml b/doc/classes/VehicleWheel.xml index ef3418b419c..f9ee35d61e3 100644 --- a/doc/classes/VehicleWheel.xml +++ b/doc/classes/VehicleWheel.xml @@ -11,6 +11,13 @@ https://godotengine.org/asset-library/asset/524 + + + + Returns the contacting body node if valid in the tree, as [Spatial]. At the moment, [GridMap] is not supported so the node will be always of type [PhysicsBody]. + Returns [code]null[/code] if the wheel is not in contact with a surface, or the contact body is not a [PhysicsBody]. + + diff --git a/scene/3d/vehicle_body.cpp b/scene/3d/vehicle_body.cpp index 7d814f74526..4f55783ded8 100644 --- a/scene/3d/vehicle_body.cpp +++ b/scene/3d/vehicle_body.cpp @@ -217,6 +217,10 @@ bool VehicleWheel::is_in_contact() const { return m_raycastInfo.m_isInContact; } +Spatial *VehicleWheel::get_contact_body() const { + return m_raycastInfo.m_groundObject; +} + void VehicleWheel::_bind_methods() { ClassDB::bind_method(D_METHOD("set_radius", "length"), &VehicleWheel::set_radius); ClassDB::bind_method(D_METHOD("get_radius"), &VehicleWheel::get_radius); @@ -249,6 +253,7 @@ void VehicleWheel::_bind_methods() { 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("get_contact_body"), &VehicleWheel::get_contact_body); 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); @@ -357,6 +362,7 @@ VehicleWheel::VehicleWheel() { m_suspensionRelativeVelocity = 0; m_clippedInvContactDotSuspension = 1.0; m_raycastInfo.m_isInContact = false; + m_raycastInfo.m_groundObject = nullptr; m_raycastInfo.m_suspensionLength = 0.0; body = nullptr; @@ -423,9 +429,8 @@ real_t VehicleBody::_ray_cast(int p_idx, PhysicsDirectBodyState *s) { PhysicsDirectSpaceState *ss = s->get_space_state(); - bool col = ss->intersect_ray(source, target, rr, exclude, get_collision_mask()); - wheel.m_raycastInfo.m_groundObject = nullptr; + bool col = ss->intersect_ray(source, target, rr, exclude, get_collision_mask()); if (col) { param = source.distance_to(rr.position) / source.distance_to(target); diff --git a/scene/3d/vehicle_body.h b/scene/3d/vehicle_body.h index f8de693856c..b3eed665113 100644 --- a/scene/3d/vehicle_body.h +++ b/scene/3d/vehicle_body.h @@ -129,6 +129,8 @@ public: bool is_in_contact() const; + Spatial *get_contact_body() const; + void set_roll_influence(float p_value); float get_roll_influence() const;