<?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>