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GDScript can now tell if the wheel is in contact with the ground; change roll influence of the wheel in editor
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@ -214,6 +214,18 @@ float VehicleWheel::get_friction_slip() const {
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return m_frictionSlip;
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}
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void VehicleWheel::set_roll_influence(float p_value) {
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m_rollInfluence = p_value;
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}
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float VehicleWheel::get_roll_influence() const {
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return m_rollInfluence;
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}
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bool VehicleWheel::is_in_contact() const {
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return m_raycastInfo.m_isInContact;
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}
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void VehicleWheel::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_radius", "length"), &VehicleWheel::set_radius);
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@ -246,9 +258,15 @@ void VehicleWheel::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_friction_slip", "length"), &VehicleWheel::set_friction_slip);
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ClassDB::bind_method(D_METHOD("get_friction_slip"), &VehicleWheel::get_friction_slip);
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ClassDB::bind_method(D_METHOD("is_in_contact"), &VehicleWheel::is_in_contact);
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ClassDB::bind_method(D_METHOD("set_roll_influence", "roll_influence"), &VehicleWheel::set_roll_influence);
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ClassDB::bind_method(D_METHOD("get_roll_influence"), &VehicleWheel::get_roll_influence);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_as_traction"), "set_use_as_traction", "is_used_as_traction");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_as_steering"), "set_use_as_steering", "is_used_as_steering");
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ADD_GROUP("Wheel", "wheel_");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "wheel_roll_influence"), "set_roll_influence", "get_roll_influence");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "wheel_radius"), "set_radius", "get_radius");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "wheel_rest_length"), "set_suspension_rest_length", "get_suspension_rest_length");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "wheel_friction_slip"), "set_friction_slip", "get_friction_slip");
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@ -126,6 +126,11 @@ public:
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void set_use_as_steering(bool p_enabled);
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bool is_used_as_steering() const;
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bool is_in_contact() const;
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void set_roll_influence(float p_value);
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float get_roll_influence() const;
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VehicleWheel();
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};
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