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- :github_url: hide
- .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
- .. DO NOT EDIT THIS FILE, but the VehicleBody.xml source instead.
- .. The source is found in doc/classes or modules/<name>/doc_classes.
- .. _class_VehicleBody:
- VehicleBody
- ===========
- **Inherits:** :ref:`RigidBody<class_RigidBody>` **<** :ref:`PhysicsBody<class_PhysicsBody>` **<** :ref:`CollisionObject<class_CollisionObject>` **<** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
- **Category:** Core
- Brief Description
- -----------------
- Physics body that simulates the behavior of a car.
- Properties
- ----------
- +---------------------------+--------------------------------------------------------------+-----+
- | :ref:`float<class_float>` | :ref:`brake<class_VehicleBody_property_brake>` | 0.0 |
- +---------------------------+--------------------------------------------------------------+-----+
- | :ref:`float<class_float>` | :ref:`engine_force<class_VehicleBody_property_engine_force>` | 0.0 |
- +---------------------------+--------------------------------------------------------------+-----+
- | :ref:`float<class_float>` | :ref:`steering<class_VehicleBody_property_steering>` | 0.0 |
- +---------------------------+--------------------------------------------------------------+-----+
- Description
- -----------
- This node implements all the physics logic needed to simulate a car. It is based on the raycast vehicle system commonly found in physics engines. You will need to add a :ref:`CollisionShape<class_CollisionShape>` for the main body of your vehicle and add :ref:`VehicleWheel<class_VehicleWheel>` nodes for the wheels. You should also add a :ref:`MeshInstance<class_MeshInstance>` to this node for the 3D model of your car but this model should not include meshes for the wheels. You should control the vehicle by using the :ref:`brake<class_VehicleBody_property_brake>`, :ref:`engine_force<class_VehicleBody_property_engine_force>`, and :ref:`steering<class_VehicleBody_property_steering>` properties and not change the position or orientation of this node directly.
- **Note:** The origin point of your VehicleBody will determine the center of gravity of your vehicle so it is better to keep this low and move the :ref:`CollisionShape<class_CollisionShape>` and :ref:`MeshInstance<class_MeshInstance>` upwards.
- Property Descriptions
- ---------------------
- .. _class_VehicleBody_property_brake:
- - :ref:`float<class_float>` **brake**
- +-----------+------------------+
- | *Default* | 0.0 |
- +-----------+------------------+
- | *Setter* | set_brake(value) |
- +-----------+------------------+
- | *Getter* | get_brake() |
- +-----------+------------------+
- Slows down the vehicle by applying a braking force. The vehicle is only slowed down if the wheels are in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the :ref:`RigidBody.mass<class_RigidBody_property_mass>` of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking.
- .. _class_VehicleBody_property_engine_force:
- - :ref:`float<class_float>` **engine_force**
- +-----------+-------------------------+
- | *Default* | 0.0 |
- +-----------+-------------------------+
- | *Setter* | set_engine_force(value) |
- +-----------+-------------------------+
- | *Getter* | get_engine_force() |
- +-----------+-------------------------+
- Accelerates the vehicle by applying an engine force. The vehicle is only speed up if the wheels that have :ref:`VehicleWheel.use_as_traction<class_VehicleWheel_property_use_as_traction>` set to ``true`` and are in contact with a surface. The :ref:`RigidBody.mass<class_RigidBody_property_mass>` of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.
- **Note:** The simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears.
- A negative value will result in the vehicle reversing.
- .. _class_VehicleBody_property_steering:
- - :ref:`float<class_float>` **steering**
- +-----------+---------------------+
- | *Default* | 0.0 |
- +-----------+---------------------+
- | *Setter* | set_steering(value) |
- +-----------+---------------------+
- | *Getter* | get_steering() |
- +-----------+---------------------+
- The steering angle for the vehicle. Setting this to a non-zero value will result in the vehicle turning when it's moving. Wheels that have :ref:`VehicleWheel.use_as_steering<class_VehicleWheel_property_use_as_steering>` set to ``true`` will automatically be rotated.
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