Component
Physics
(NOTE) A wheel for a high speed physics based car. Each wheel contains properties to describe how to interact with the world (eg. spring forces, friction, etc...).
Properties
Active : boolean
Should this wheel calculate forces for the current PhysicsCar.
var Active : Boolean
ContactedObject : cog
read-only
The object that this wheel is currently in contact with.
var ContactedObject : Cog
ContactNormal : real3
read-only
The normal of the surface where the wheel is currently in contact. Will be the zero vector if there is no contact.
var ContactNormal : Real3
ContactPoint : real3
read-only
The point in world space where the wheel is currently in contact. Will be the zero vector if there is no contact.
var ContactPoint : Real3
DampingCompressionRatio : real
The damping ratio when the spring is compressing (0: no damping, 1 critical damping)
var DampingCompressionRatio : Real
DampingRelaxationRatio : real
The damping ratio when the spring is relaxing (0: no damping, 1 critical damping)
var DampingRelaxationRatio : Real
DriveFactor : real
Used to alter the direction this wheel turns when the motor receives power. Typically set to 1 or -1. Useful to cause a wheel to temporarily rotate backwards without having to change its basis.
var DriveFactor : Real
ForwardDynamicFriction : real
Determines the force applied in the forward direction when the wheel is in dynamic friction and therefore slipping. (i.e. force = muK * Fnormal)
var ForwardDynamicFriction : Real
ForwardImpulse : real
read-only
The forward impulse (drive force) being exerted by the wheel.
var ForwardImpulse : Real
ForwardStaticFriction : real
Used with Coulomb's friction to determine when the wheel will start slipping in the forward direction. (i.e. the friction is bound by muS * Fnormal).
var ForwardStaticFriction : Real
FrequencyHz : real
The frequency at which the spring of this wheel oscillates per second.
var FrequencyHz : Real
Grip : real
read-only
A coefficient from 0 to 1 that represents how much grip the wheel has.
var Grip : Real
GripScalar : real
Artificially increases the grip of the car (where 2 is twice the grip). The total grip scalar is computed as CarGripScalar * WheelGripScalar so the total car can be easily tweaked while allowing individual wheel tweaks.
var GripScalar : Real
Is2DWheel : boolean
Does this wheel only operate in 2D? Ignores the side friction axis.
var Is2DWheel : Boolean
IsDriveWheel : boolean
Drive wheels turn when the car body has gas pressed.
var IsDriveWheel : Boolean
IsInContact : boolean
read-only
If the wheel is currently in contact with an object.
var IsInContact : Boolean
IsSliding : boolean
read-only
If the wheel is currently sliding. This means that the wheel is slipping from spinning too fast (using dynamic friction instead of static).
var IsSliding : Boolean
MaxBrakeStrength : real
The max force that this wheel can exert to break.
var MaxBrakeStrength : Real
MaxSpringCompressionDistance : real
The max distance that a spring can compress in one frame.
var MaxSpringCompressionDistance : Real
MaxSpringForce : real
The maximum force that the wheel's spring can exert.
var MaxSpringForce : Real
MaxSpringRelaxationDistance : real
The max distance that a spring can relax in one frame.
var MaxSpringRelaxationDistance : Real
NormalImpulse : real
read-only
The normal impulse (spring force) being exerted by the wheel.
var NormalImpulse : Real
PhysicsCarPath : cogpath
The path to the car that this is a wheel for.
var PhysicsCarPath : CogPath
PreRotation : quaternion
Used to rotate the wheel before taking into account it's transform. Typically used to rotate a cylinder to align with a model.
var PreRotation : Quaternion
Radius : real
The radius of the wheel.
var Radius : Real
Rotation : real
read-only
The current rotation of the wheel in radians about it's axle.
var Rotation : Real
RotationalVelocity : real
read-only
The current rotational velocity of the wheel about it's axle.
var RotationalVelocity : Real
SideDynamicFriction : real
Same as ForwardDynamicFriction, but in the side direction. See SideStaticFriction for a why these are separated.
var SideDynamicFriction : Real
SideImpulse : real
read-only
The side impulse (side friction) being exerted by the wheel.
var SideImpulse : Real
SideStaticFriction : real
Same as ForwardStaticFriction, but in the side direction. Forward and side friction are separated since the forward direction is rolling friction and the side direction is sliding friction.
var SideStaticFriction : Real
SpringLength : real
read-only
The current length of the spring.
var SpringLength : Real
SpringMaxLength : real
The maximum length of the spring of the wheel. If the wheel hits something further away than this length (plus the wheel radius) then that object will be ignored.
var SpringMaxLength : Real
SpringMinLength : real
The minimum length of the spring of the wheel. If a wheel cast hits an object at a time before min but after start then the wheel will still collide with this object but the spring forces and visuals will be at the min spring length. This is useful for putting the starting raycast position inside of the object so as to avoid tunneling but still having the wheel only visually display where it should.
var SpringMinLength : Real
SpringRestLength : real
The rest length of the spring.
var SpringRestLength : Real
SpringStartLength : real
The t value to start the raycast at. This t value is 0 at the wheel position and travels in the direction of the wheel spring direction. This value is used to modify where the raycast actually starts relative to the start position.
var SpringStartLength : Real
SteerFactor : real
How much this wheel steers. [0, 1] where 1 is the max steering of the car.
var SteerFactor : Real
WheelLocalStartPosition : real3
The local position on the car body that the wheel starts at (raycasts from).
var WheelLocalStartPosition : Real3
WorldAngularVelocity : real3
read-only
The axis that represents the world angular velocity of the wheel.
var WorldAngularVelocity : Real3
WorldAxleAxis : real3
read-only
The current axis of the wheel's axle in world space.
var WorldAxleAxis : Real3
WorldForwardAxis : real3
read-only
The current axis of the wheel's forward in world space.
var WorldForwardAxis : Real3
WorldLinearVelocity : real3
read-only
The velocity of the center of the wheel while taking into account the car's velocity.
var WorldLinearVelocity : Real3
WorldSpringAxis : real3
read-only
The current world-space spring axis of the wheel.
var WorldSpringAxis : Real3
WorldWheelBasis : quaternion
Determines what directions the forward, axle, and spring are on the wheel. The forward direction is taken from the x-axis of the basis. Likewise the axle is from the y-axis and the spring is from the z-axis. Use ToQuaternion to construct this.
var WorldWheelBasis : Quaternion
Methods
PhysicsCarWheel : Void
constructor
Name Type Description function PhysicsCarWheel()