Module |
|
Header |
/Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/Collision/CollisionConstraintFlags.h |
Include |
#include "Chaos/Collision/CollisionConstraintFlags.h" |
namespace Chaos
{
enum ECollisionConstraintFlags
{
CCF_None = 0x0,
CCF_BroadPhaseIgnoreCollisions = 0x1,
CCF_DummyFlag,
}
}
Name |
Description |
---|---|
CCF_None |
|
CCF_BroadPhaseIgnoreCollisions |
|
CCF_DummyFlag |
Copyright Epic Games, Inc. All Rights Reserved.
Copyright Epic Games, Inc. All Rights Reserved. Draw functions for debugging trace/sweeps/overlaps
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