This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Unigine.JointWheel Class

Inherits from: Joint

This class is used to create ray-cast wheels. Both a frame and a wheel are rigid bodies. There is no need to assign a shape to the wheel: ray casting is used to detect collision of the wheel with a surface.

Example#

The following code illustrates connection of two rigid bodies (frame and wheel) using a wheel joint.

Source code (C#)
JointWheel joint = new JointWheel(frame, wheel);

	// setting joint anchor coordinates
	joint.WorldAnchor = wheel.Object.WorldTransform * new Vec3(0.0f);

	// setting joint axes coordinates
	joint.WorldAxis0 = new vec3(0.0f, 0.0f, 1.0f);
	joint.WorldAxis1 = new vec3(0.0f, 1.0f, 0.0f);

	// setting linear damping and spring rigidity
	joint.LinearDamping = 200.0f;
	joint.LinearSpring = 100.0f;

	// setting lower and upper suspension ride limits [-1.0; 0.0]
	joint.LinearLimitFrom = -1.0f;
	joint.LinearLimitTo = 0.0f;

	// setting target suspension height 
	joint.LinearDistance = 0.5f;

	// setting maximum angular velocity and torque
	joint.AngularVelocity = -20.0f;
	joint.AngularTorque = 10.0f;

	// setting wheel parameters
	joint.WheelRadius = 0.5f;
	joint.WheelMass = 4.0f;
	joint.WheelThreshold = 0.1f;

	// setting tyre friction parameters
	joint.TangentFriction = 4.0f;
	joint.BinormalFriction = 5.0f;

	// setting number of iterations
	joint.NumIterations = 8;

See Also#

  • Creating a Car with Wheel Joints usage example.
  • UnigineScript API sample <UnigineSDK>/data/samples/joints/wheel_00
  • UnigineScript API sample <UnigineSDK>/data/samples/physics/car_01

JointWheel Class

Properties

float CurrentSlipRatio#

The ratio of wheel spin to ground speed.

float CurrentSlipAngle#

The angle between the wheel direction and the frame direction.

float WheelThreshold#

The threshold difference between the wheel and ground velocities. When it is too small, the longitudinal force is scaled down to prevent unnatural vibrations.

float WheelRadius#

The radius of the attached wheel.

float WheelMass#

The mass of the attached wheel.
Notice
If g (Earth's gravity) equals to 9.8 m/s 2, and 1 unit equals to 1 m, the mass is measured in kilograms.

float TangentFriction#

The longitudinal (forward) friction of the tire.

float TangentAngle#

The coefficient specifying how fast the optimal longitudinal force can be achieved. The larger this value, the more is the impulse produced by the tire.

float BinormalFriction#

The lateral (sideways) friction of the tire.

float BinormalAngle#

The coefficient specifying how fast the optimal lateral force can be achieved. The larger this value, the more is the impulse produced by the tire.

float CurrentAngularVelocity#

The rotation velocity of the attached wheels.

float AngularVelocity#

The target velocity of wheel rotation.

float AngularTorque#

The maximum torque of the attached angular motor. 0 means that the motor is not attached.

float AngularDamping#

The angular damping of the joint (wheel rotation damping).

float CurrentLinearDistance#

The current suspension compression (i.e. the length of the suspension).

float LinearSpring#

The rigidity coefficient of the suspension. 0 means that the suspension is not attached.

float LinearLimitTo#

The high limit of the suspension ride. This limit specifies how far a connected body can move along the joint axis.

float LinearLimitFrom#

The low limit of the suspension ride. This limit specifies how far a connected body can move along the joint axis.

float LinearDistance#

The target height of the suspension.

float LinearDamping#

The linear damping of the suspension.

int PhysicsIntersectionMask#

The physics intersection mask for the joint.integer, each bit of which is a mask.

vec3 WorldAxis0#

The suspension axis in the world coordinates.

vec3 WorldAxis1#

The wheel spindle axis in the world coordinates.

vec3 Axis00#

The coordinates of suspension axis, along which a wheel moves vertically. This is a shock absorber.

vec3 Axis10#

The wheel spindle axis in coordinates of the frame (body 0): an axis around which a wheel rotates when moving forward (or backward).

vec3 Axis11#

The wheel spindle axis in coordinates of the wheel (body 1): an axis around which a wheel rotates when steering.

Members


JointWheel ( ) #

Constructor. Creates a wheel joint with an anchor at the origin of the world coordinates.

JointWheel ( Body body0, Body body1 ) #

Constructor. Creates a wheel joint connecting two given bodies. An anchor is placed between centers of mass of the bodies.

Arguments

  • Body body0 - Frame to be connected with the joint.
  • Body body1 - Wheel to be connected with the joint.

JointWheel ( Body body0, Body body1, vec3 anchor, vec3 axis0, vec3 axis1 ) #

Constructor. Creates a wheel joint connecting two given bodies with specified suspension and spindle axis coordinates and an anchor placed at specified coordinates.

Arguments

  • Body body0 - Frame to be connected with the joint.
  • Body body1 - Wheel to be connected with the joint.
  • vec3 anchor - Anchor coordinates.
  • vec3 axis0 - Suspension axis coordinates.
  • vec3 axis1 - Wheel spindle axis coordinates.

vec3 GetContactNormal ( ) #

Returns a normal of a point of contact with the ground, in world coordinates.

Return value

Normal.

Object GetContactObject ( ) #

Returns an object representing the ground.

Return value

Ground object.

vec3 GetContactPoint ( ) #

Returns a point of contact with the ground, in world coordinates.

Return value

Point coordinates.

Shape GetContactShape ( ) #

Returns a shape of the object representing the ground.

Return value

Shape of the ground object.

int GetContactSurface ( ) #

Returns a surface of a ground object, which is in contact.

Return value

Surface number.

void SetCanBeUnderTerrain ( bool val ) #

Sets a value indicating if the Wheel Joint should be used under the surface of the terrain (drive in an underground parking or tunnel). This flag ensures proper behavior of the joint underground , otherwise the Wheel Joint will tend to pop up on the terrain surface above.

Arguments

  • bool val - true if the Wheel Joint is to be used under the surface of the terrain; otherwise, false.
Last update: 2024-08-07
Build: ()