Issue description:
I started experimenting with VehicleBody and VehicleWheel, and quickly noticed the axis convention for "forward" on the wheels is +Z, which is against the convention Godot uses (-Z) for other things such as the camera and look_at. So I decided to flip wheels by rotating them by 180 degrees. The vehicle properly moves in the opposite direction, and steers in the same relative direction. However MeshInstances I added as child of the wheels rotate backward now, which is inconsistent with the physical result.
Steps to reproduce:
Create a VehicleBody with 4 wheels, and set wheel Y rotations to 180 degrees.
Godot version: Godot 3.2.3
OS/device including version: Windows 10 64 bits
Issue description: I started experimenting with
VehicleBody
andVehicleWheel
, and quickly noticed the axis convention for "forward" on the wheels is +Z, which is against the convention Godot uses (-Z) for other things such as the camera andlook_at
. So I decided to flip wheels by rotating them by 180 degrees. The vehicle properly moves in the opposite direction, and steers in the same relative direction. However MeshInstances I added as child of the wheels rotate backward now, which is inconsistent with the physical result.Steps to reproduce: Create a
VehicleBody
with 4 wheels, and set wheel Y rotations to 180 degrees.Minimal reproduction project: VehicleWheels.zip