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# Engine.SVehicleWheel

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    class SVehicleWheel extends Core.Object
    	native;

    // INPUT
    var()					float	Steer; // degrees

    var()					float	DriveForce; // resultant linear driving force at wheel center
    var()					float	LongFriction; // maximum linear longitudinal (roll) friction force
    var()					float	LatFriction; // maximum linear longitudinal (roll) friction force
    var()					float	LongSlip;
    var()					float	LatSlip;
    var()					float	ChassisTorque; // Torque applied back to the chassis (equal-and-opposite) from this wheel.

    var()					float	TrackVel; // Linear velocity of 'track' at this wheel (unreal scale).

    // PARAMS
    var()					bool	bPoweredWheel;
    var()					bool	bHandbrakeWheel;
    var()					bool	bTrackWheel; // If this is a track segment instead of a normal wheel.

    var()					enum	ESteerType
    {
    	STEER_Fixed,
    	STEER_Steered,
    	STEER_Inverted
    } SteerType; // How steering affects this wheel.

    var()					name	BoneName;
    var()					vector	BoneOffset; // Offset from wheel bone to line check point (middle of tyre). NB: Not affected by scale.
    var()					float	WheelRadius; // Length of line check. Usually 2x wheel radius.

    var()					float	Softness;
    var()					float	PenScale;
    var()					float	Restitution;
    var()					float	Adhesion;
    var()					float	WheelInertia;
    var()					float	SuspensionTravel;
    var()					float   SuspensionOffset;
    var()					float	HandbrakeSlipFactor;
    var()					float	HandbrakeFrictionFactor;

    var()					name	SupportBoneName; // Name of strut etc. that will be rotated around local X as wheel goes up and down.
    var()					EAxis	SupportBoneAxis; // Local axis to rotate support bone around.

    // Approximations to Pacejka's Magic Formula
    var()					InterpCurve		LongFrictionFunc; // Function of SlipVel (ignored if bTrackWheel)
    var()					InterpCurve		LatSlipFunc; // Function of SpinVel (or TrackVel is bTrackWheel)

    // OUTPUT

    // Calculated on startup
    var						vector	WheelPosition; // Wheel center in actor ref frame. Calculated using BoneOffset above.
    var						float	SupportPivotDistance; // If a SupportBoneName is specified, this is the distance used to calculate the anglular displacement.

    // Calculated each frame
    var						bool	bWheelOnGround;
    var						float	TireLoad; // Load on tire
    var						vector	WheelDir; // Wheel 'forward' in world ref frame. Unit length.
    var						vector	WheelAxle; // Wheel axle in world ref frame. Unit length.

    var						float	SpinVel; // Radians per sec

    var						float   SlipAngle; // Angle between wheel facing direction and wheel travelling direction. In degrees.

    var						float	SlipVel;   // Difference in linear velocity between ground and wheel at contact.

    var						float	SuspensionPosition; // Output vertical position of wheel
    var						float	CurrentRotation;

    // Used internally for Karma stuff - DO NOT CHANGE!
    var		transient const int		KContact;

    defaultproperties
    {
    	HandbrakeSlipFactor=1.0
    	HandbrakeFrictionFactor=1.0
    	Softness=0.05
    	PenScale=1.0
    	WheelInertia=1.0
    	SteerType=ST_Fixed
    	SuspensionTravel=50.0
    	WheelRadius=35
    	SupportBoneAxis=AXIS_X
    }

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Class file time: ne 5.9.2004 16:01:30.000 - Creation time: st 23.5.2018 00:10:47.468 - Created with UnCodeX