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class SVehicleWheel extends Core.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. var() float TrackVel; // Linear velocity of 'track' at this wheel (unreal scale). // PARAMS var() bool bPoweredWheel; var() bool bHandbrakeWheel; var() bool bTrackWheel; // If this is a track segment instead of a normal wheel. var() enum ESteerType { STEER_Fixed, STEER_Steered, STEER_Inverted } SteerType; // How steering affects this wheel. var() name BoneName; 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 Restitution; var() float Adhesion; var() float WheelInertia; var() float SuspensionTravel; var() float SuspensionOffset; var() float HandbrakeSlipFactor; var() float HandbrakeFrictionFactor; 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 (ignored if bTrackWheel) var() InterpCurve LatSlipFunc; // Function of SpinVel (or TrackVel is bTrackWheel) // 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 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 vertical position of wheel var float CurrentRotation; // Used internally for Karma stuff - DO NOT CHANGE! var transient const int KContact; defaultproperties { HandbrakeSlipFactor=1.0 HandbrakeFrictionFactor=1.0 Softness=0.05 PenScale=1.0 WheelInertia=1.0 SteerType=ST_Fixed SuspensionTravel=50.0 WheelRadius=35 SupportBoneAxis=AXIS_X } |
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