use rake angle for neck too
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b6443e8cbe
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80e2a79de1
1 changed files with 3 additions and 2 deletions
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@ -22,6 +22,7 @@ pub fn spawn_tires(
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let ccd = Ccd { enabled: true };
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let ccd = Ccd { enabled: true };
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let limits = conf.limits;
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let limits = conf.limits;
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let (meshes, materials) = meshterials;
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let (meshes, materials) = meshterials;
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let rake_vec: Vec3 = Vec3::new(0.0, 1.0, 0.57).normalize(); // about 30 degrees of rake
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let tire = Tire {
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let tire = Tire {
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radius: wheel_rad,
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radius: wheel_rad,
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@ -78,7 +79,7 @@ pub fn spawn_tires(
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let damping = conf.damping;
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let damping = conf.damping;
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let prismatic_axis = if steering.is_some() {
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let prismatic_axis = if steering.is_some() {
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Vec3::new(0.0, 1.0, 0.57).normalize() // about 30 degrees of rake
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rake_vec
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} else {
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} else {
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Vec3::Y
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Vec3::Y
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};
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};
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@ -96,7 +97,7 @@ pub fn spawn_tires(
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let axel_parent_entity = if let Some(steering) = steering {
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let axel_parent_entity = if let Some(steering) = steering {
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let neck_builder =
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let neck_builder =
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RevoluteJointBuilder::new(Vec3::Y).local_anchor1(Vec3::new(0.0, 0.0, 0.1)); // this adds another 0.1m of trail
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RevoluteJointBuilder::new(rake_vec).local_anchor1(Vec3::new(0.0, 0.0, 0.1)); // this adds another 0.1m of trail
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let neck_joint = MultibodyJoint::new(fork_rb_entity, neck_builder);
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let neck_joint = MultibodyJoint::new(fork_rb_entity, neck_builder);
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let neck = commands
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let neck = commands
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.spawn(RigidBody::Dynamic)
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.spawn(RigidBody::Dynamic)
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