class_vehiclebody.rst 4.6 KB

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  1. :github_url: hide
  2. .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
  3. .. DO NOT EDIT THIS FILE, but the VehicleBody.xml source instead.
  4. .. The source is found in doc/classes or modules/<name>/doc_classes.
  5. .. _class_VehicleBody:
  6. VehicleBody
  7. ===========
  8. **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>`
  9. **Category:** Core
  10. Brief Description
  11. -----------------
  12. Physics body that simulates the behavior of a car.
  13. Properties
  14. ----------
  15. +---------------------------+--------------------------------------------------------------+-----+
  16. | :ref:`float<class_float>` | :ref:`brake<class_VehicleBody_property_brake>` | 0.0 |
  17. +---------------------------+--------------------------------------------------------------+-----+
  18. | :ref:`float<class_float>` | :ref:`engine_force<class_VehicleBody_property_engine_force>` | 0.0 |
  19. +---------------------------+--------------------------------------------------------------+-----+
  20. | :ref:`float<class_float>` | :ref:`steering<class_VehicleBody_property_steering>` | 0.0 |
  21. +---------------------------+--------------------------------------------------------------+-----+
  22. Description
  23. -----------
  24. 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.
  25. **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.
  26. Property Descriptions
  27. ---------------------
  28. .. _class_VehicleBody_property_brake:
  29. - :ref:`float<class_float>` **brake**
  30. +-----------+------------------+
  31. | *Default* | 0.0 |
  32. +-----------+------------------+
  33. | *Setter* | set_brake(value) |
  34. +-----------+------------------+
  35. | *Getter* | get_brake() |
  36. +-----------+------------------+
  37. 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.
  38. .. _class_VehicleBody_property_engine_force:
  39. - :ref:`float<class_float>` **engine_force**
  40. +-----------+-------------------------+
  41. | *Default* | 0.0 |
  42. +-----------+-------------------------+
  43. | *Setter* | set_engine_force(value) |
  44. +-----------+-------------------------+
  45. | *Getter* | get_engine_force() |
  46. +-----------+-------------------------+
  47. 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.
  48. **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.
  49. A negative value will result in the vehicle reversing.
  50. .. _class_VehicleBody_property_steering:
  51. - :ref:`float<class_float>` **steering**
  52. +-----------+---------------------+
  53. | *Default* | 0.0 |
  54. +-----------+---------------------+
  55. | *Setter* | set_steering(value) |
  56. +-----------+---------------------+
  57. | *Getter* | get_steering() |
  58. +-----------+---------------------+
  59. 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.