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