The toIrrVector in this code block converts coordinates systems, so Y

and Z axis must be swaped too. Currently and until further notice:
Bullet and Blender use Y forward, Z up.
         Irrlicht uses Y up,      Z forward.


git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@3283 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
mbjornstk 2009-03-19 18:18:56 +00:00
parent 35a157fd74
commit 65fae4e978

View File

@ -237,7 +237,7 @@ void KartModel::adjustWheels(float rotation, float steer,
for(unsigned int i=0; i<4; i++) for(unsigned int i=0; i<4; i++)
{ {
core::vector3df pos = m_wheel_graphics_position[i].toIrrVector(); core::vector3df pos = m_wheel_graphics_position[i].toIrrVector();
pos.Z += clamped_suspension[i]; pos.Y += clamped_suspension[i];
m_wheel_node[i]->setPosition(pos); m_wheel_node[i]->setPosition(pos);
} }
m_wheel_node[0]->setRotation(wheel_front); m_wheel_node[0]->setRotation(wheel_front);