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Engine.KTire


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class KTire extends KActor
    native
    abstract;

//cpptext
//{
//#ifdef WITH_KARMA
//	// Actor interface.
//	virtual void preContactUpdate();
//#endif
//}
//
//var KCarWheelJoint  WheelJoint;         // joint holding this wheel to chassis etc.
//
//// TYRE MODEL
//
//// FRICTION
//var float           RollFriction;       // friction coeff. in tyre direction
//var float           LateralFriction;    // friction coeff. in sideways direction
//
//// SLIP
//// slip = min(maxSlip, minSlip + (slipRate * angular vel))
//var float           RollSlip;           // max first-order (force ~ vel) slip in tyre direction
//var float           LateralSlip;        // max first-order (force ~ vel) slip in sideways direction
//var float           MinSlip;            // minimum slip (both directions)
//var float           SlipRate;           // amount of extra slip per unit velocity
//
//// NORMAL
//var float           Softness;           // 'softness' in the normal dir
//var float           Adhesion;           // 'stickyness' in the normal dir
//var float           Restitution;        // 'bouncyness' in the normal dir
//
//// Other Output information
//
//var const bool      bTireOnGround;		// If this tire is currently in contact with something.
//
//var const float     GroundSlipVel;      // relative tangential velocity of wheel against ground (0 for static, >0 for slipping)
//                                        // could use this to trigger squeeling noises/smoke
//var const vector	GroundSlipVec;		// full vector version of above (ie GroundSlipVel is magnitude of this vector).
//
//var const float     SpinSpeed;			// current speed (65535 = 1 rev/sec) of this wheel spinning about its axis
//
//var const material		GroundMaterial;		// material that tyre is touching
////var const ESurfaceTypes GroundSurfaceType;	// surface type that the tyre is touching
//
//// This is filled in by VehicleStateReceived in KVehicle.
//var KRigidBodyState	ReceiveState;
//var bool			bReceiveStateNew;
//
//// This even is for updating the state (position, velocity etc.) of the tire's karma
//// body when we get new information from the network.
//event bool KUpdateState(out KRigidBodyState newState)
//{
//	if(!bReceiveStateNew)
//		return false;
//		
//	newState = ReceiveState;
//	bReceiveStateNew = false;
//
//	return true;
//	//return false;
//}
//
//// By default, nothing happens if you shoot a tire
//#if IG_SHARED    //tcohen: hooked, used by effects system and reactive world objects
//function PostTakeDamage(float Damage, Pawn instigatedBy, Vector hitlocation, 
//						Vector momentum, class<DamageType> damageType)
//#else
//function TakeDamage(int Damage, Pawn instigatedBy, Vector hitlocation, 
//						Vector momentum, class<DamageType> damageType)
//#endif
//{
//
//}
//
//defaultproperties
//{
//    RollFriction=0.3
//    LateralFriction=0.3
//
//    RollSlip=0.085
//    LateralSlip=0.06
//    MinSlip=0.001
//    SlipRate=0.0005
//
//    Softness=0.0002
//    Restitution=0.1
//    Adhesion=0
//
//	bDisturbFluidSurface=true
//    RemoteRole=ROLE_None
//	bNoDelete=false
//}

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Class file time: ne 5.9.2004 16:01:26.000 - Creation time: st 23.5.2018 00:10:44.941 - Created with UnCodeX