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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VehicleBody" inherits="RigidBody" category="Core" version="3.2">
	<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="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>
	<constants>
	</constants>
</class>