diff --git a/scene/3d/vehicle_body.cpp b/scene/3d/vehicle_body.cpp index 38e1ba1cd5d..8d927e529e2 100644 --- a/scene/3d/vehicle_body.cpp +++ b/scene/3d/vehicle_body.cpp @@ -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"); diff --git a/scene/3d/vehicle_body.h b/scene/3d/vehicle_body.h index cdb2ebc0bed..7ed9bce7309 100644 --- a/scene/3d/vehicle_body.h +++ b/scene/3d/vehicle_body.h @@ -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(); };