mat.rotate(dAngle * type.wheelSpringStrength, rotateAround);
axes.rotateGlobal(-dAngle * type.wheelSpringStrength, rotateAround);
Vector3f newWheelPos = new Vector3f(mat.m00, mat.m10, mat.m20);
newWheelPos.normalise().scale(newLength);
//The proportion of the spring adjustment that is applied to the wheel. 1 - this is applied to the plane
float wheelProportion = 0.75F;
//wheel.motionX = (newWheelPos.x - currentWheelPos.x) * wheelProportion;