Files
godot-docs/classes/class_vehiclebody.rst
2019-07-02 14:03:23 +02:00

86 lines
4.6 KiB
ReStructuredText

.. 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.