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ab4705a807
Consistently wrap booleans in [code]
29 lines
2.5 KiB
XML
29 lines
2.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VehicleBody" inherits="RigidBody" category="Core" version="3.2">
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<brief_description>
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Physics body that simulates the behaviour of a car.
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</brief_description>
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<description>
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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 [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.
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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 [CollisionShape] and [MeshInstance] upwards.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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</methods>
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<members>
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<member name="brake" type="float" setter="set_brake" getter="get_brake">
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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 [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.
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</member>
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<member name="engine_force" type="float" setter="set_engine_force" getter="get_engine_force">
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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.
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A negative value will result in the vehicle reversing.
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</member>
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<member name="steering" type="float" setter="set_steering" getter="get_steering">
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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 [member VehicleWheel.use_as_steering] set to [code]true[/code] will automatically be rotated.
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</member>
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</members>
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<constants>
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</constants>
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</class>
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