UChaosVehicleSimulation

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Inheritance Hierarchy

UChaosVehicleSimulation

UChaosWheeledVehicleSimulation

References

Module

ChaosVehicles

Header

/Engine/Plugins/Experimental/ChaosVehiclesPlugin/Source/ChaosVehicles/Public/ChaosVehicleMovementComponent.h

Include

#include "ChaosVehicleMovementComponent.h"

Syntax

class UChaosVehicleSimulation

Variables

Name Description

Public variable

FDeferredForces

 

DeferredForces

Public variable

TUniquePtr< Cha...

 

PVehicle

#todo: this isn't very configurable

Public variable

Chaos::FRigidBo...

 

RigidHandle

Physics Thread Representation of chassis rigid body.

Public variable

FVehicleState

 

VehicleState

Public variable

UWorld *

 

World

Destructors

Name Description

Public function Virtual

~UChaosVehicleSimulation()

Functions

Name Description

Public function

void

 

AddForce

(
    const FVector& Force,
    bool bAllowSubstepping,
    bool bAccelChange
)

Add a force to this vehicle

Public function

void

 

AddForceAtPosition

(
    const FVector& Force,
    const FVector& Position,
    bool bAllowSubstepping,
    bool bIsLocalForce
)

Add a force at a particular position (world space when bIsLocalForce = false, body space otherwise)

Public function

void

 

AddImpulse

(
    const FVector& Impulse,
    bool bVelChange
)

Add an impulse to this vehicle

Public function

void

 

AddImpulseAtPosition

(
    const FVector& Impulse,
    const FVector& Position
)

Add an impulse to this vehicle and a particular world position

Public function

void

 

AddTorqueInRadians

(
    const FVector& Torque,
    bool bAllowSubstepping,
    bool bAccelChange
)

Add a torque to this vehicle

Public function Virtual

void

 

ApplyAerodynamics

(
    float DeltaTime
)

Apply aerodynamic forces to vehicle body

Public function Virtual

void

 

ApplyAerofoilForces

(
    float DeltaTime
)

Apply Aerofoil forces to vehicle body

Public function Virtual

void

 

ApplyDeferredForces

Public function Virtual

void

 

ApplyInput

(
    const FControlInputs& ControlInput...,
    float DeltaTime
)

Pass control Input to the vehicle systems

Public function Virtual

void

 

ApplyThrustForces

(
    float DeltaTime
)

Apply Thruster forces to vehicle body

Public function Virtual

void

 

ApplyTorqueControl

(
    float DeltaTime,
    const FChaosVehicleDefaultAsyncInpu...
)

Apply direct control over vehicle body rotation

Public function Virtual Const

bool

 

CanSimulate()

Are enough vehicle systems specified such that physics vehicle simulation is possible

Public function Virtual

void

 

DrawDebug3D()

Draw debug text for the wheels and suspension

Public function Virtual

void

 

FillOutputState

(
    FChaosVehicleAsyncOutput& Output
)

Public function Virtual

void

 

Init

Public function

void

 

InitializeSuspension

(
    int WheelIndex,
    const Chaos::FSimpleSuspensionConfi...
)

Reinitialize the physics suspension at runtime

Public function

void

 

InitializeWheel

(
    int WheelIndex,
    const Chaos::FSimpleWheelConfig...
)

Reinitialize a wheel at runtime

Public function Virtual

void

 

TickVehicle

(
    UWorld* WorldIn,
    float DeltaTime,
    const FChaosVehicleDefaultAsyncInpu...,
    FChaosVehicleAsyncOutput& OutputDa...,
    Chaos::FRigidBodyHandle_Internal&#...
)

UChaosVehicleSimulation

Public function Virtual

void

 

UpdateConstraintHandles

(
    TArray< FPhysicsConstraintHandle > ...
)

Public function Virtual

void

 

UpdateSimulation

(
    float DeltaTime,
    const FChaosVehicleDefaultAsyncInpu...,
    Chaos::FRigidBodyHandle_Internal&#...
)

Advance the vehicle simulation