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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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