Module |
|
Header |
/Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/CollisionResolutionTypes.h |
Include |
#include "Chaos/CollisionResolutionTypes.h" |
namespace Chaos
{
enum EContactManifoldType
{
None,
OneShot,
Incremental,
}
}
Name |
Description |
---|---|
None |
|
OneShot |
|
Incremental |
Copyright Epic Games, Inc.All Rights Reserved.
Copyright Epic Games, Inc. All Rights Reserved.
Copyright Epic Games, Inc. All Rights Reserved. Draw functions for debugging trace/sweeps/overlaps
LEGACY CODE Kept around for serialization of old data. Most of the API has been removed, except what is needed to convert to the new format. See ConvexHalfEdgeStructureData.h for the replacement.
This is an approximation but only collides with spheres in the velocity direction which can hurt compared to all directions when it comes to thickness
todo: -proper suspension setup for resting position - decide on parameters i.e. use SuspensionMaxRaise/SuspensionMaxDrop?? -natural frequency stuff -defaults
todo: Not really making use of this yet. Tire nuances more advanced than current simulation which just requires one friction value
Typical gear ratios: Reverse −4.181, 1st 3.818, 2nd 2.294, 3rd 1.500, 4th 1.133, 5th 0.911 Source: Georg Rill. Road Vehicle Dynamics: Fundamentals and Modeling (Ground Vehicle Engineering Series) (p. 121). CRC Press.
#todo: Add clutch option #todo: Proper defaults