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WheeledVehicleData Class Reference
[Vehicles]

Defines the properties of a WheeledVehicle. More...

Inheritance diagram for WheeledVehicleData:
Inheritance graph
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List of all members.

Public Attributes

float brakeTorque
 Torque applied when braking.
float engineBrake
 Braking torque applied by the engine when the throttle and brake are both 0.
SFXTrack engineSound
 Looping engine sound.
float engineTorque
 Torque available from the engine at 100% throttle.
SFXTrack jetSound
 Looping sound played when the vehicle is jetting.
float maxWheelSpeed
 Maximum linear velocity of each wheel.
SFXTrack squealSound
 Looping sound played while any of the wheels is slipping.
ParticleEmitterData tireEmitter
 ParticleEmitterData datablock used to generate particles from each wheel when the vehicle is moving and the wheel is in contact with the ground.
SFXTrack WheelImpactSound
 Sound played when the wheels impact the ground.

Detailed Description

Defines the properties of a WheeledVehicle.

The model used for the WheeledVehicle has a number of requirements:

Collision mesh
A convex collision mesh at detail size -1.
Hub nodes
The model must contain a node for each wheel called hubN, where N is a an integer value starting from 0. For example, a four wheeled vehicle would have nodes: hub0, hub1, hub2, and hub3. The wheel model (specified by WheeledVehicleTire) is positioned at the hub node, and automatically rotated to the right orientation (whether on the left or right side of the vehicle).
Spring animations
To visualise the suspension action, the vehicle model should contain an animation sequence for each wheel that animates the appropriate hub node from t=0 (fully compressed to t=1 (fully extended). The sequences must be called springN, where N matches the wheel hub index.
Steering animation
Optional animation called 'steering' that animates from t=0 (full right) to t=0.5 (center) to 1=1 (full left).
Brakelight animation
Optional animation called 'brakeLight' that animates from t=0 (off) to t=1 (braking).

Member Data Documentation

Torque applied when braking.

This controls how fast the vehicle will stop when the brakes are applied.

Braking torque applied by the engine when the throttle and brake are both 0.

This controls how quickly the vehicle will coast to a stop.

Looping engine sound.

The pitch is dynamically adjusted based on the current engine RPM

Torque available from the engine at 100% throttle.

This controls vehicle acceleration. ie. how fast it will reach maximum speed.

Looping sound played when the vehicle is jetting.

Maximum linear velocity of each wheel.

This caps the maximum speed of the vehicle.

Looping sound played while any of the wheels is slipping.

The volume is dynamically adjusted based on how much the wheels are slipping.

ParticleEmitterData datablock used to generate particles from each wheel when the vehicle is moving and the wheel is in contact with the ground.

Sound played when the wheels impact the ground.

Currently unused.



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