Merge pull request #501 from dimforge/more-pub-vehicle
Give access to more vehicle controller fields
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@@ -200,6 +200,12 @@ impl Wheel {
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}
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}
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}
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}
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/// Information about suspension and the ground obtained from the ray-casting
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/// for this wheel.
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pub fn raycast_info(&self) -> &RayCastInfo {
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&self.raycast_info
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}
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/// The world-space center of the wheel.
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/// The world-space center of the wheel.
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pub fn center(&self) -> Point<Real> {
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pub fn center(&self) -> Point<Real> {
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self.center
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self.center
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@@ -216,15 +222,22 @@ impl Wheel {
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}
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}
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}
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}
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/// Information about suspension and the ground obtained from the ray-casting
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/// to simulate a wheel’s suspension.
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#[derive(Copy, Clone, Debug, PartialEq, Default)]
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#[derive(Copy, Clone, Debug, PartialEq, Default)]
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struct RayCastInfo {
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pub struct RayCastInfo {
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// set by raycaster
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/// The (world-space) contact normal between the wheel and the floor.
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contact_normal_ws: Vector<Real>, //contact normal
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pub contact_normal_ws: Vector<Real>,
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contact_point_ws: Point<Real>, //raycast hitpoint
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/// The (world-space) point hit by the wheel’s ray-cast.
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suspension_length: Real,
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pub contact_point_ws: Point<Real>,
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hard_point_ws: Point<Real>, //raycast starting point
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/// The suspension length for the wheel.
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is_in_contact: bool,
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pub suspension_length: Real,
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ground_object: Option<ColliderHandle>,
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/// The (world-space) starting point of the ray-cast.
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pub hard_point_ws: Point<Real>,
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/// Is the wheel in contact with the ground?
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pub is_in_contact: bool,
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/// The collider hit by the ray-cast.
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pub ground_object: Option<ColliderHandle>,
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}
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}
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impl DynamicRayCastVehicleController {
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impl DynamicRayCastVehicleController {
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