Instance Propertymigueldeicaza.swiftgodot 0.45.0SwiftGodot
brake
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 mass
of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking.
final var brake: Double { get set }
Other members in extension
Type members
Instance members
var dampingCompression: Double
The damping applied to the spring when the spring is being compressed. This value should be between 0.0 (no damping) and 1.0. 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.
var dampingRelaxation: Double
The damping applied to the spring when relaxing. This value should be between 0.0 (no damping) and 1.0. This value should always be slightly higher than the
dampingCompression
property. For adampingCompression
value of 0.3, try a relaxation value of 0.5.var engineForce: Double
Accelerates the wheel by applying an engine force. The wheel is only sped up if it is in contact with a surface. The
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.var steering: Double
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.
var suspensionMaxForce: Double
The maximum force the spring can resist. This value should be higher than a quarter of the
mass
of theVehicleBody3D
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.var suspensionStiffness: Double
This value defines the stiffness of the suspension. 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.
var suspensionTravel: Double
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.
var useAsSteering: Bool
If
true
, this wheel will be turned when the car steers. This value is used in conjunction withsteering
and ignored if you are using the per-wheelsteering
value instead.var useAsTraction: Bool
If
true
, this wheel transfers engine force to the ground to propel the vehicle forward. This value is used in conjunction withengineForce
and ignored if you are using the per-wheelengineForce
value instead.var wheelFrictionSlip: Double
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.
var wheelRadius: Double
The radius of the wheel in meters.
var wheelRestLength: Double
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.
var wheelRollInfluence: Double
This value affects the roll of your vehicle. If set to 1.0 for all wheels, your vehicle will be prone to rolling over, while a value of 0.0 will resist body roll.
func getContactBody(
) -> Node3D? 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 typePhysicsBody3D
.func getRpm(
) -> Double Returns the rotational speed of the wheel in revolutions per minute.
func getSkidinfo(
) -> Double 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).
func isInContact(
) -> Bool Returns
true
if this wheel is in contact with a surface.