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-rw-r--r--doc/classes/VehicleBody.xml15
1 files changed, 8 insertions, 7 deletions
diff --git a/doc/classes/VehicleBody.xml b/doc/classes/VehicleBody.xml
index ab821aafdc..956144b54c 100644
--- a/doc/classes/VehicleBody.xml
+++ b/doc/classes/VehicleBody.xml
@@ -1,25 +1,26 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VehicleBody" inherits="RigidBody" category="Core" version="3.2">
<brief_description>
- Physics body that simulates the behaviour of a car.
+ Physics body that simulates the behavior of a car.
</brief_description>
<description>
- 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 [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.
- 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 [CollisionShape] and [MeshInstance] upwards.
+ 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">
+ <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">
- 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. 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.
+ <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="steering" type="float" setter="set_steering" getter="get_steering">
+ <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>
</members>