class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectNodeNode3DCollisionObject3DPhysicsBody3DRigidBody3D VehicleBody3D
A 3D physics body that simulates the behavior of a car.
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 brake, engine_force, and steering properties. The position or orientation of this node shouldn't be changed directly.
Note: The local forward for this node is [constant Vector3.MODEL_FRONT].
Note: 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.
Note: 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.
set get float brake<>():float set get
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.

set get float engine_force<>():float set get
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 true 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.

Note: 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.
set get float mass<>():float set get
set get float steering<>():float set get
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 true will automatically be rotated.

Note: This property is edited in the inspector in degrees. In code the property is set in radians.



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