VehicleWheel3D
A 3D physics body for a VehicleBody3D
that simulates the behavior of a wheel.
描述
A node used as a child of a VehicleBody3D
parent to simulate the behavior of one of its wheels. This node also acts as a collider to detect if the wheel is touching a surface.
Note: This class has known issues and isn't designed to provide realistic 3D vehicle physics. If you want advanced vehicle physics, you may need to write your own physics integration using another PhysicsBody3D
class.
属性
方法
Node3D | get_contact_body ( ) const1 |
Vector3 | get_contact_normal ( ) const1 |
Vector3 | get_contact_point ( ) const1 |
float | get_rpm ( ) const1 |
float | get_skidinfo ( ) const1 |
bool | is_in_contact ( ) const1 |
属性说明
float
brake = 0.0
Slows down the wheel by applying a braking force. The wheel is only slowed down if it is in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the 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.
float
damping_compression = 0.83
The damping applied to the suspension spring when being compressed, meaning when the wheel is moving up relative to the vehicle. It is measured in Newton-seconds per millimeter (N⋅s/mm), or megagrams per second (Mg/s). This value should be between 0.0 (no damping) and 1.0, but may be more. A value of 0.0 means the car will keep bouncing as the spring keeps its energy. A good value for this is around 0.3 for a normal car, 0.5 for a race car.
float
damping_relaxation = 0.88
The damping applied to the suspension spring when rebounding or extending, meaning when the wheel is moving down relative to the vehicle. It is measured in Newton-seconds per millimeter (N⋅s/mm), or megagrams per second (Mg/s). This value should be between 0.0 (no damping) and 1.0, but may be more. This value should always be slightly higher than the damping_compression
property. For a damping_compression
value of 0.3, try a relaxation value of 0.5.
float
engine_force = 0.0
Accelerates the wheel by applying an engine force. The wheel is only sped up if it is in contact with a surface. The 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 wheel reversing.
float
steering = 0.0
The steering angle for the wheel, in radians. Setting this to a non-zero value will result in the vehicle turning when it's moving.
float
suspension_max_force = 6000.0
The maximum force the spring can resist. This value should be higher than a quarter of the RigidBody3D.mass
of the VehicleBody3D
or the spring will not carry the weight of the vehicle. Good results are often obtained by a value that is about 3× to 4× this number.
float
suspension_stiffness = 5.88
The stiffness of the suspension, measured in Newtons per millimeter (N/mm), or megagrams per second squared (Mg/s²). Use a value lower than 50 for an off-road car, a value between 50 and 100 for a race car and try something around 200 for something like a Formula 1 car.
float
suspension_travel = 0.2
This is the distance the suspension can travel. As Godot units are equivalent to meters, keep this setting relatively low. Try a value between 0.1 and 0.3 depending on the type of car.
bool
use_as_steering = false
If true
, this wheel will be turned when the car steers. This value is used in conjunction with VehicleBody3D.steering
and ignored if you are using the per-wheel steering
value instead.
bool
use_as_traction = false
If true
, this wheel transfers engine force to the ground to propel the vehicle forward. This value is used in conjunction with VehicleBody3D.engine_force
and ignored if you are using the per-wheel engine_force
value instead.
float
wheel_friction_slip = 10.5
This determines how much grip this wheel has. It is combined with the friction setting of the surface the wheel is in contact with. 0.0 means no grip, 1.0 is normal grip. For a drift car setup, try setting the grip of the rear wheels slightly lower than the front wheels, or use a lower value to simulate tire wear.
It's best to set this to 1.0 when starting out.
float
wheel_radius = 0.5
The radius of the wheel in meters.
float
wheel_rest_length = 0.15
This is the distance in meters the wheel is lowered from its origin point. Don't set this to 0.0 and move the wheel into position, instead move the origin point of your wheel (the gizmo in Godot) to the position the wheel will take when bottoming out, then use the rest length to move the wheel down to the position it should be in when the car is in rest.
float
wheel_roll_influence = 0.1
This value affects the roll of your vehicle. If set to 1.0 for all wheels, your vehicle will resist body roll, while a value of 0.0 will be prone to rolling over.
方法说明
Node3D
get_contact_body ( ) const1
Returns the contacting body node if valid in the tree, as Node3D
. At the moment, GridMap
is not supported so the node will be always of type PhysicsBody3D
.
Returns null
if the wheel is not in contact with a surface, or the contact body is not a PhysicsBody3D
.
Vector3
get_contact_normal ( ) const1
Returns the normal of the suspension's collision in world space if the wheel is in contact. If the wheel isn't in contact with anything, returns a vector pointing directly along the suspension axis toward the vehicle in world space.
Vector3
get_contact_point ( ) const1
Returns the point of the suspension's collision in world space if the wheel is in contact. If the wheel isn't in contact with anything, returns the maximum point of the wheel's ray cast in world space, which is defined by wheel_rest_length + wheel_radius
.
Returns the rotational speed of the wheel in revolutions per minute.
Returns a value between 0.0 and 1.0 that indicates whether this wheel is skidding. 0.0 is skidding (the wheel has lost grip, e.g. icy terrain), 1.0 means not skidding (the wheel has full grip, e.g. dry asphalt road).
Returns true
if this wheel is in contact with a surface.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。