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Diffstat (limited to 'doc/classes/VehicleBody.xml')
-rw-r--r-- | doc/classes/VehicleBody.xml | 31 |
1 files changed, 0 insertions, 31 deletions
diff --git a/doc/classes/VehicleBody.xml b/doc/classes/VehicleBody.xml deleted file mode 100644 index 74879419a1..0000000000 --- a/doc/classes/VehicleBody.xml +++ /dev/null @@ -1,31 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="VehicleBody" inherits="RigidBody" version="4.0"> - <brief_description> - Physics body that simulates the behavior of a car. - </brief_description> - <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 [CollisionShape] for the main body of your vehicle and add [VehicleWheel] nodes for the wheels. You should also add a [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 [member brake], [member engine_force], and [member steering] properties and not change the position or orientation of this node directly. - [b]Note:[/b] 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 [CollisionShape] and [MeshInstance] upwards. - </description> - <tutorials> - </tutorials> - <methods> - </methods> - <members> - <member name="brake" type="float" setter="set_brake" getter="get_brake" default="0.0"> - 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 [member RigidBody.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking. - </member> - <member name="engine_force" type="float" setter="set_engine_force" getter="get_engine_force" default="0.0"> - Accelerates the vehicle by applying an engine force. The vehicle is only speed up if the wheels that have [member VehicleWheel.use_as_traction] set to [code]true[/code] and are in contact with a surface. The [member RigidBody.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. - [b]Note:[/b] 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. - </member> - <member name="mass" type="float" setter="set_mass" getter="get_mass" override="true" default="40.0" /> - <member name="steering" type="float" setter="set_steering" getter="get_steering" default="0.0"> - 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 [member VehicleWheel.use_as_steering] set to [code]true[/code] will automatically be rotated. - </member> - <member name="weight" type="float" setter="set_weight" getter="get_weight" override="true" default="392.0" /> - </members> - <constants> - </constants> -</class> |