From 45a1d336899fb689d3ec8856719c881ec7a91069 Mon Sep 17 00:00:00 2001 From: Ruan Lucas <79365912+RuanLucasGD@users.noreply.github.com> Date: Wed, 28 Jun 2023 09:56:15 -0400 Subject: [PATCH] fix orientation --- Source/Engine/Physics/Actors/WheeledVehicle.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Source/Engine/Physics/Actors/WheeledVehicle.cpp b/Source/Engine/Physics/Actors/WheeledVehicle.cpp index 995150bdc..f5f729d39 100644 --- a/Source/Engine/Physics/Actors/WheeledVehicle.cpp +++ b/Source/Engine/Physics/Actors/WheeledVehicle.cpp @@ -230,7 +230,7 @@ void WheeledVehicle::DrawPhysicsDebug(RenderView& view) { const Vector3 currentPos = wheel.Collider->GetPosition(); const Vector3 basePos = currentPos - Vector3(0, data.State.SuspensionOffset, 0); - const Quaternion wheelDebugOrientation = wheel.Collider->GetOrientation() * Quaternion::Euler(90, 0, 90); + const Quaternion wheelDebugOrientation = GetOrientation() * Quaternion::Euler(-data.State.RotationAngle, data.State.SteerAngle, 0) * Quaternion::Euler(90, 0, 90); DEBUG_DRAW_WIRE_SPHERE(BoundingSphere(basePos, wheel.Radius * 0.07f), Color::Blue * 0.3f, 0, true); DEBUG_DRAW_WIRE_SPHERE(BoundingSphere(currentPos, wheel.Radius * 0.08f), Color::Blue * 0.8f, 0, true); DEBUG_DRAW_LINE(basePos, currentPos, Color::Blue, 0, true); @@ -261,7 +261,7 @@ void WheeledVehicle::OnDebugDrawSelected() { const Vector3 currentPos = wheel.Collider->GetPosition(); const Vector3 basePos = currentPos - Vector3(0, data.State.SuspensionOffset, 0); - const Quaternion wheelDebugOrientation = wheel.Collider->GetOrientation() * Quaternion::Euler(90, 0, 90); + const Quaternion wheelDebugOrientation = GetOrientation() * Quaternion::Euler(-data.State.RotationAngle, data.State.SteerAngle, 0) * Quaternion::Euler(90, 0, 90); Transform actorPose = Transform::Identity, shapePose = Transform::Identity; PhysicsBackend::GetRigidActorPose(_actor, actorPose.Translation, actorPose.Orientation); PhysicsBackend::GetShapeLocalPose(wheel.Collider->GetPhysicsShape(), shapePose.Translation, shapePose.Orientation);