UChaosWheeledVehicleSimulation

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Inheritance Hierarchy

UChaosVehicleSimulation

UChaosWheeledVehicleSimulation

References

Module

ChaosVehicles

Header

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

Include

#include "ChaosWheeledVehicleMovementComponent.h"

Syntax

class UChaosWheeledVehicleSimulation : public UChaosVehicleSimulation

Variables

Name Description

Public variable

bool

 

bOverlapHit

Public variable

TArray< FPhysic...

 

ConstraintHandles

Cached state that holds wheel data for this frame

Public variable

TArray< FOverla...

 

OverlapResults

Cache trace overlap query

Public variable

FBox

 

QueryBox

Public variable

TArray< class U...

 

Wheels

#TODO - should not exist here, now duplicated, best not to access at all from Physics

Public variable

FWheelState

 

WheelState

Constructors

Name Description

Public function

UChaosWheeledVehicleSimulation

(
    TArray< class UChaosVehicleWheel&#...
)

Destructors

Functions

Name Description

Public function Virtual

void

 

ApplySuspensionForces

(
    float DeltaTime
)

Calculate and apply chassis suspension forces

Public function Virtual

void

 

ApplyWheelFrictionForces

(
    float DeltaTime
)

Calculate and apply lateral and longitudinal friction forces from wheels

Public function

bool

 

ContainsTraces

(
    const FBox& Box,
    const TArray< struct Chaos::FSuspen...
)

Public function Const

bool

 

IsWheelSpinning()

Public function Virtual

void

 

PerformSuspensionTraces

(
    const TArray< Chaos::FSuspensionTra...,
    FCollisionQueryParams& TraceParams,
    FCollisionResponseContainer& Colli...
)

Perform suspension ray/shape traces

Public function Virtual

void

 

ProcessMechanicalSimulation

(
    float DeltaTime
)

Update the engine/transmission simulation

Public function Virtual

void

 

ProcessSteering

(
    const FControlInputs& ControlInput...
)

Process steering mechanism

Overridden from UChaosVehicleSimulation

Name Description

Public function Virtual

void

 

ApplyInput

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

Pass control Input to the vehicle systems

Public function Virtual Const

bool

 

CanSimulate()

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

Public function Virtual

void

 

DrawDebug3D()

Draw 3D debug lines and things along side the 3D model

Public function Virtual

void

 

FillOutputState

(
    FChaosVehicleAsyncOutput& Output
)

Public function Virtual

void

 

Init

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