Jolt Physics
A multi core friendly Game Physics Engine
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Runtime data for transmission. More...
#include <VehicleTransmission.h>
Public Member Functions | |
void | Set (int inCurrentGear, float inClutchFriction) |
void | Update (float inDeltaTime, float inCurrentRPM, float inForwardInput, bool inCanShiftUp) |
int | GetCurrentGear () const |
Current gear, -1 = reverse, 0 = neutral, 1 = 1st gear etc. | |
float | GetClutchFriction () const |
Value between 0 and 1 indicating how much friction the clutch gives (0 = no friction, 1 = full friction) | |
bool | IsSwitchingGear () const |
If the auto box is currently switching gears. | |
float | GetCurrentRatio () const |
Return the transmission ratio based on the current gear (ratio between engine and differential) | |
bool | AllowSleep () const |
Only allow sleeping when the transmission is idle. | |
void | SaveState (StateRecorder &inStream) const |
Saving state for replay. | |
void | RestoreState (StateRecorder &inStream) |
Public Member Functions inherited from VehicleTransmissionSettings | |
void | SaveBinaryState (StreamOut &inStream) const |
Saves the contents in binary form to inStream. | |
void | RestoreBinaryState (StreamIn &inStream) |
Restores the contents in binary form to inStream. | |
Additional Inherited Members | |
Public Attributes inherited from VehicleTransmissionSettings | |
ETransmissionMode | mMode = ETransmissionMode::Auto |
How to switch gears. | |
Array< float > | mGearRatios { 2.66f, 1.78f, 1.3f, 1.0f, 0.74f } |
Ratio in rotation rate between engine and gear box, first element is 1st gear, 2nd element 2nd gear etc. | |
Array< float > | mReverseGearRatios { -2.90f } |
Ratio in rotation rate between engine and gear box when driving in reverse. | |
float | mSwitchTime = 0.5f |
How long it takes to switch gears (s), only used in auto mode. | |
float | mClutchReleaseTime = 0.3f |
How long it takes to release the clutch (go to full friction), only used in auto mode. | |
float | mSwitchLatency = 0.5f |
How long to wait after releasing the clutch before another switch is attempted (s), only used in auto mode. | |
float | mShiftUpRPM = 4000.0f |
If RPM of engine is bigger then this we will shift a gear up, only used in auto mode. | |
float | mShiftDownRPM = 2000.0f |
If RPM of engine is smaller then this we will shift a gear down, only used in auto mode. | |
float | mClutchStrength = 10.0f |
Strength of the clutch when fully engaged. Total torque a clutch applies is Torque = ClutchStrength * (Velocity Engine - Avg Velocity Wheels At Clutch) (units: k m^2 s^-1) | |
Runtime data for transmission.
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Only allow sleeping when the transmission is idle.
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Value between 0 and 1 indicating how much friction the clutch gives (0 = no friction, 1 = full friction)
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Current gear, -1 = reverse, 0 = neutral, 1 = 1st gear etc.
float VehicleTransmission::GetCurrentRatio | ( | ) | const |
Return the transmission ratio based on the current gear (ratio between engine and differential)
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If the auto box is currently switching gears.
void VehicleTransmission::RestoreState | ( | StateRecorder & | inStream | ) |
void VehicleTransmission::SaveState | ( | StateRecorder & | inStream | ) | const |
Saving state for replay.
Set input from driver regarding the transmission (only relevant when transmission is set to manual mode)
inCurrentGear | Current gear, -1 = reverse, 0 = neutral, 1 = 1st gear etc. |
inClutchFriction | Value between 0 and 1 indicating how much friction the clutch gives (0 = no friction, 1 = full friction) |
void VehicleTransmission::Update | ( | float | inDeltaTime, |
float | inCurrentRPM, | ||
float | inForwardInput, | ||
bool | inCanShiftUp ) |
Update the current gear and clutch friction if the transmission is in auto mode
inDeltaTime | Time step delta time in s |
inCurrentRPM | Current RPM for engine |
inForwardInput | Hint if the user wants to drive forward (> 0) or backwards (< 0) |
inCanShiftUp | Indicates if we want to allow the transmission to shift up (e.g. pass false if wheels are slipping) |