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78 lines
4.3 KiB
ReStructuredText
78 lines
4.3 KiB
ReStructuredText
.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
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.. DO NOT EDIT THIS FILE, but the VehicleBody.xml source instead.
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.. The source is found in doc/classes or modules/<name>/doc_classes.
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.. _class_VehicleBody:
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VehicleBody
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===========
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**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>`
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**Category:** Core
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Brief Description
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-----------------
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Physics body that simulates the behaviour of a car.
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Properties
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----------
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+---------------------------+--------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`brake<class_VehicleBody_property_brake>` |
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+---------------------------+--------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`engine_force<class_VehicleBody_property_engine_force>` |
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+---------------------------+--------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`steering<class_VehicleBody_property_steering>` |
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+---------------------------+--------------------------------------------------------------+
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Description
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-----------
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This nodes 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.
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Note that 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.
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Property Descriptions
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---------------------
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.. _class_VehicleBody_property_brake:
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- :ref:`float<class_float>` **brake**
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+----------+------------------+
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| *Setter* | set_brake(value) |
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+----------+------------------+
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| *Getter* | get_brake() |
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+----------+------------------+
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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.
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.. _class_VehicleBody_property_engine_force:
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- :ref:`float<class_float>` **engine_force**
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+----------+-------------------------+
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| *Setter* | set_engine_force(value) |
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+----------+-------------------------+
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| *Getter* | get_engine_force() |
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+----------+-------------------------+
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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 that 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.
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A negative value will result in the vehicle reversing.
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.. _class_VehicleBody_property_steering:
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- :ref:`float<class_float>` **steering**
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+----------+---------------------+
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| *Setter* | set_steering(value) |
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+----------+---------------------+
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| *Getter* | get_steering() |
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+----------+---------------------+
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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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