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We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
30 lines
3.2 KiB
XML
30 lines
3.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VehicleBody3D" inherits="RigidBody3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A 3D physics body that simulates the behavior of a car.
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</brief_description>
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<description>
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This physics body implements all the physics logic needed to simulate a car. It is based on the raycast vehicle system commonly found in physics engines. Aside from a [CollisionShape3D] for the main body of the vehicle, you must also add a [VehicleWheel3D] node for each wheel. You should also add a [MeshInstance3D] to this node for the 3D model of the vehicle, but this model should generally not include meshes for the wheels. You can control the vehicle by using the [member brake], [member engine_force], and [member steering] properties. The position or orientation of this node shouldn't be changed directly.
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[b]Note:[/b] The origin point of your VehicleBody3D will determine the center of gravity of your vehicle. To make the vehicle more grounded, the origin point is usually kept low, moving the [CollisionShape3D] and [MeshInstance3D] upwards.
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[b]Note:[/b] This class has known issues and isn't designed to provide realistic 3D vehicle physics. If you want advanced vehicle physics, you may have to write your own physics integration using [CharacterBody3D] or [RigidBody3D].
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</description>
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<tutorials>
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<link title="3D Truck Town Demo">https://godotengine.org/asset-library/asset/524</link>
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</tutorials>
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<members>
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<member name="brake" type="float" setter="set_brake" getter="get_brake" default="0.0">
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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 RigidBody3D.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" default="0.0">
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Accelerates the vehicle by applying an engine force. The vehicle is only sped up if the wheels that have [member VehicleWheel3D.use_as_traction] set to [code]true[/code] and are in contact with a surface. The [member RigidBody3D.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.
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[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.
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A negative value will result in the vehicle reversing.
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</member>
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<member name="mass" type="float" setter="set_mass" getter="get_mass" overrides="RigidBody3D" default="40.0" />
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<member name="steering" type="float" setter="set_steering" getter="get_steering" default="0.0">
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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 VehicleWheel3D.use_as_steering] set to [code]true[/code] will automatically be rotated.
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[b]Note:[/b] This property is edited in the inspector in degrees. In code the property is set in radians.
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</member>
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</members>
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</class>
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