Highroad Engine v1.3
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This class handles physics behaviour (suspension mostly) and wheel display based on current vehicle dynamics More...
Public Types | |
enum | RollingOrientationEnum { Normal , Inverse } |
Rotation direction of the wheel. More... | |
Public Member Functions | |
virtual void | OnDrawGizmos () |
Gizmos draws More... | |
Public Attributes | |
SolidController | VehicleController |
Reference to Solid Controller parent. More... | |
Transform | WheelPosition |
Reference to Wheel Position gameObject. More... | |
Transform | WheelModel |
Reference to Wheel Model gameobject. More... | |
bool | SteeringWheel |
RollingOrientationEnum | RollingOrientation |
int | WheelRotationSpeed = 600 |
Multiplier factor for the wheel's rotation. Depends also on the vehicle's speed. More... | |
float | MaximumWheelSteeringAngle = 30 |
Maximum rotation angle for the wheel's direction tree, based on the car's wheel's direction. More... | |
Protected Member Functions | |
virtual void | Start () |
Instance initialization. More... | |
virtual void | FixedUpdate () |
Updates the spring's physics for the vehicle's dynamic behaviour More... | |
virtual void | Update () |
Updates the car position / independent from physics More... | |
virtual void | SpringPhysics () |
Applies the spring physics. More... | |
virtual void | EnginePhysics () |
Applies acceleration force More... | |
virtual void | UpdateWheelHeight () |
Updates the height of the wheel. More... | |
virtual void | UpdateWheelAngle () |
Updates the wheel angle. More... | |
Protected Attributes | |
RaycastHit | _physicsHit |
Vector3 | _wheelTargetPosition |
Rigidbody | _rigidbody |
RaycastHit | _updateHit |
float | _previousLength |
float | _currentLength |
float | _springVelocity |
float | _wheelDistance |
LayerMask | _noLayerMask = ~0 |
Properties | |
bool | IsGrounded [getprotected set] |
If this is true, the wheel touches the ground. More... | |
RaycastHit | PhysicsHit [get] |
Contact point between the road and the wheel at physic's Update. More... | |
This class handles physics behaviour (suspension mostly) and wheel display based on current vehicle dynamics
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Applies acceleration force
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protectedvirtual |
Updates the spring's physics for the vehicle's dynamic behaviour
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Gizmos draws
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Applies the spring physics.
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Instance initialization.
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Updates the car position / independent from physics
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Updates the wheel angle.
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Updates the height of the wheel.
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float MoreMountains.HighroadEngine.SolidWheelBehaviour.MaximumWheelSteeringAngle = 30 |
Maximum rotation angle for the wheel's direction tree, based on the car's wheel's direction.
RollingOrientationEnum MoreMountains.HighroadEngine.SolidWheelBehaviour.RollingOrientation |
bool MoreMountains.HighroadEngine.SolidWheelBehaviour.SteeringWheel |
SolidController MoreMountains.HighroadEngine.SolidWheelBehaviour.VehicleController |
Reference to Solid Controller parent.
Transform MoreMountains.HighroadEngine.SolidWheelBehaviour.WheelModel |
Reference to Wheel Model gameobject.
Transform MoreMountains.HighroadEngine.SolidWheelBehaviour.WheelPosition |
Reference to Wheel Position gameObject.
int MoreMountains.HighroadEngine.SolidWheelBehaviour.WheelRotationSpeed = 600 |
Multiplier factor for the wheel's rotation. Depends also on the vehicle's speed.
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getprotected set |
If this is true, the wheel touches the ground.
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get |
Contact point between the road and the wheel at physic's Update.