Add units to VehicleWheel3D suspension stiffness and damping
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@ -54,10 +54,10 @@
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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 [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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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 [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>
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<member name="damping_compression" type="float" setter="set_damping_compression" getter="get_damping_compression" default="0.83">
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<member name="damping_compression" type="float" setter="set_damping_compression" getter="get_damping_compression" default="0.83">
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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.
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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.
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</member>
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</member>
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<member name="damping_relaxation" type="float" setter="set_damping_relaxation" getter="get_damping_relaxation" default="0.88">
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<member name="damping_relaxation" type="float" setter="set_damping_relaxation" getter="get_damping_relaxation" default="0.88">
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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 [member damping_compression] property. For a [member damping_compression] value of 0.3, try a relaxation value of 0.5.
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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 [member damping_compression] property. For a [member damping_compression] value of 0.3, try a relaxation value of 0.5.
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</member>
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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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<member name="engine_force" type="float" setter="set_engine_force" getter="get_engine_force" default="0.0">
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Accelerates the wheel by applying an engine force. The wheel is only sped up if it is 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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Accelerates the wheel by applying an engine force. The wheel is only sped up if it is 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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@ -71,7 +71,7 @@
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The maximum force the spring can resist. This value should be higher than a quarter of the [member 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.
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The maximum force the spring can resist. This value should be higher than a quarter of the [member 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.
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</member>
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</member>
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<member name="suspension_stiffness" type="float" setter="set_suspension_stiffness" getter="get_suspension_stiffness" default="5.88">
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<member name="suspension_stiffness" type="float" setter="set_suspension_stiffness" getter="get_suspension_stiffness" default="5.88">
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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.
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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.
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</member>
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</member>
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<member name="suspension_travel" type="float" setter="set_suspension_travel" getter="get_suspension_travel" default="0.2">
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<member name="suspension_travel" type="float" setter="set_suspension_travel" getter="get_suspension_travel" default="0.2">
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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.
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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.
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@ -297,11 +297,11 @@ void VehicleWheel3D::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wheel_friction_slip"), "set_friction_slip", "get_friction_slip");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wheel_friction_slip"), "set_friction_slip", "get_friction_slip");
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ADD_GROUP("Suspension", "suspension_");
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ADD_GROUP("Suspension", "suspension_");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "suspension_travel", PROPERTY_HINT_NONE, "suffix:m"), "set_suspension_travel", "get_suspension_travel");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "suspension_travel", PROPERTY_HINT_NONE, "suffix:m"), "set_suspension_travel", "get_suspension_travel");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "suspension_stiffness"), "set_suspension_stiffness", "get_suspension_stiffness");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "suspension_stiffness", PROPERTY_HINT_NONE, U"suffix:N/mm"), "set_suspension_stiffness", "get_suspension_stiffness");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "suspension_max_force", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m/s\u00B2 (N)"), "set_suspension_max_force", "get_suspension_max_force");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "suspension_max_force", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m/s\u00B2 (N)"), "set_suspension_max_force", "get_suspension_max_force");
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ADD_GROUP("Damping", "damping_");
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ADD_GROUP("Damping", "damping_");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "damping_compression"), "set_damping_compression", "get_damping_compression");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "damping_compression", PROPERTY_HINT_NONE, U"suffix:N\u22C5s/mm"), "set_damping_compression", "get_damping_compression");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "damping_relaxation"), "set_damping_relaxation", "get_damping_relaxation");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "damping_relaxation", PROPERTY_HINT_NONE, U"suffix:N\u22C5s/mm"), "set_damping_relaxation", "get_damping_relaxation");
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}
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}
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void VehicleWheel3D::set_engine_force(real_t p_engine_force) {
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void VehicleWheel3D::set_engine_force(real_t p_engine_force) {
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