You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
@@ -19,8 +18,8 @@ local VEC3_ZERO <const> = vec3:zero()
19
18
---@classCWheel:CStructBase<CWheel>
20
19
---@fieldprotectedm_ptr pointer
21
20
---@fieldprivatem_size uint16_t
22
-
---@fieldm_rotationfVector3
23
-
---@fieldm_rotation_invfVector3 -- used to negate rotation from the previous vector
21
+
---@fieldm_rotation_axisfVector3 -- this (and the one below) look and behave like eulers but they are confusing the hell out of me. 0x4 can either be the x or y component but it controls the wheel's yaw (rotation around z axis?? makes no sense) and 0x8 controls the roll (around x axis, also makes no sense)
22
+
---@fieldm_constraint_axisfVector3 -- and then this one: when simulating camber, we change the roll in the above field at 0x8 and we MUST set the exact opposite of that value here at 0x10, otherwise the wheel tilts on just one side and sinks into the ground. for now we'll treat this as a collision correction or constraint vector but further insight/help would be appreciated
24
23
---@fieldm_offset_from_bodypointer<float> -- smells like a component of a vector but my alignment makes no sense!
25
24
---@fieldm_x_offsetpointer<float> // same as offset from body? // edit: this is also in a vector (x component). we currently use it for track width so I'm just gonna leave it as is at least for now
26
25
---@fieldm_last_ground_posfVector3
@@ -75,8 +74,8 @@ local CWheel = CStructView("CWheel", 0x020E)
description="Acid Lab Deliveries. This shit is pissing me off and my dumbass doesn't know how to use scrDBG without creating a bazillion GB log file.",
0 commit comments