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Engine.SVehicleWheel


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class SVehicleWheel extends Object
    native;

// INPUT
var()                   float   Steer; // degrees

var()                   float   DriveForce; // resultant linear driving force at wheel center
var()                   float   LongFriction; // maximum linear longitudinal (roll) friction force
var()                   float   LatFriction; // maximum linear longitudinal (roll) friction force
var()                   float   LongSlip;
var()                   float   LatSlip;
var()                   float   ChassisTorque; // Torque applied back to the chassis (equal-and-opposite) from this wheel.

// PARAMS
var()                   bool    bPoweredWheel;
var()                   bool    bHandbrakeWheel;
var()                   bool    bTrackWheel;
var()                   bool    bLeftTrack;
var()                   enum    EVehicleSteerType
{
    VST_Fixed,
    VST_Steered,
    VST_Inverted
} SteerType; // How steering affects this wheel.

var()                   name    BoneName;
var()                   EAxis   BoneRollAxis; // Local axis to rotate the wheel around for normal rolling movement.
var()                   EAxis   BoneSteerAxis; // Local axis to rotate the wheel around for steering.
var()                   vector  BoneOffset; // Offset from wheel bone to line check point (middle of tyre). NB: Not affected by scale.
var()                   float   WheelRadius; // Length of line check. Usually 2x wheel radius.

var()                   float   Softness;
var()                   float   PenScale;
var()                   float   PenOffset;
var()                   float   Restitution;
var()                   float   Adhesion;
var()                   float   WheelInertia;
var()                   float   SuspensionTravel;
var()                   float   SuspensionOffset;
var()                   float   HandbrakeSlipFactor;
var()                   float   HandbrakeFrictionFactor;
var()                   float   SuspensionMaxRenderTravel;

var()                   name    SupportBoneName; // Name of strut etc. that will be rotated around local X as wheel goes up and down.
var()                   EAxis   SupportBoneAxis; // Local axis to rotate support bone around.

// Approximations to Pacejka's Magic Formula
var()                   InterpCurve     LongFrictionFunc; // Function of SlipVel
var()                   InterpCurve     LatSlipFunc; // Function of SpinVel

// OUTPUT

// Calculated on startup
var                     vector  WheelPosition; // Wheel center in actor ref frame. Calculated using BoneOffset above.
var                     float   SupportPivotDistance; // If a SupportBoneName is specified, this is the distance used to calculate the anglular displacement.

// Calculated each frame
var                     bool    bWheelOnGround;
var                     float   TireLoad; // Load on tire
var                     vector  WheelDir; // Wheel 'forward' in world ref frame. Unit length.
var                     vector  WheelAxle; // Wheel axle in world ref frame. Unit length.

var                     float   SpinVel; // Radians per sec
var                     float   TrackVel; // Radians per sec

var                     float   SlipAngle; // Angle between wheel facing direction and wheel travelling direction. In degrees.

var                     float   SlipVel;   // Difference in linear velocity between ground and wheel at contact.

var                     float   SuspensionPosition; // Output position of
var                     float   CurrentRotation;


// Used internally for Karma stuff - DO NOT CHANGE!
var     transient const pointer     KContact;

defaultproperties
{
     BoneSteerAxis=AXIS_Z
     WheelRadius=35.000000
     Softness=0.050000
     PenScale=1.000000
     WheelInertia=1.000000
     SuspensionTravel=50.000000
     HandbrakeSlipFactor=1.000000
     HandbrakeFrictionFactor=1.000000
     SuspensionMaxRenderTravel=50.000000
     SupportBoneAxis=AXIS_Y
}

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Class file time: Mon 23/10/2006 20:25:16.000 - Creation time: Wed 7/2/2007 19:16:53.562 - Created with UnCodeX