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API > API/Runtime > API/Runtime/Engine
| Name | FSimpleSuspensionHelpers |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/Physics/SimpleSuspension.h |
| Include Path | #include "Physics/SimpleSuspension.h" |
Syntax
struct FSimpleSuspensionHelpers
Functions
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool ComputeSingleAxisLambda
(
const FVector::FReal AxisDot, |
Calculates the Lambdas in the single axis case | Physics/SimpleSuspension.h | |
static float ComputeSpringCriticalDamping
(
const float SprungMass, |
Given a sprung mass and a natural frequency, return the damping coefficient which will critically damp the spring. | Physics/SimpleSuspension.h | |
static float ComputeSpringDamping
(
const float SprungMass, |
Given a sprung mass (not just a sprung mass percent!), a desired natural frequency, and a damping ratio, compute the damping coefficient of the spring. | Physics/SimpleSuspension.h | |
static float ComputeSpringForce
(
const float SpringStiffness, |
Compute the total force that a spring ought to apply | Physics/SimpleSuspension.h | |
static void ComputeSpringNaturalFrequencyAndDampingRatio
(
const float SprungMass, |
Given a sprung mass and a spring stiffness, compute the natural frequency of the spring | Physics/SimpleSuspension.h | |
static void ComputeSpringParams
(
const FSimpleSuspensionParams& SuspensionParams, |
Compute an array of FSimpleSupportParams objects, based on data from a SuspensionParams object | Physics/SimpleSuspension.h | |
static void ComputeSpringParams
(
const TArray< FVector >& LocalSuspensionOrigins, |
Compute an array of FSimpleSupportParams objects | Physics/SimpleSuspension.h | |
static float ComputeSpringRestLength
(
const float SpringStiffness, |
Based on spring stiffness, gravity, and the desired length of the spring at rest under load, compute its uncompressed rest-length | Physics/SimpleSuspension.h | |
static float ComputeSpringStiffness
(
const float SprungMass, |
Given a sprung mass (not just a sprung mass percent!), a desired natural frequency, compute the stiffness of the spring. | Physics/SimpleSuspension.h | |
static bool ComputeSprungMasses
(
const TArray< FVector >& MassSpringPositions, |
Setup functions Compute the distribution of the mass of a body among springs. | Physics/SimpleSuspension.h | |
static bool ComputeSprungMasses
(
const TArray< FVector >& LocalSpringPositions, |
Same as above, but allows the caller to specify spring locations in a local space which is not necessarily originated at the center of mass. | Physics/SimpleSuspension.h | |
static void ComputeSuspensionDisplacements
(
const TArray< FVector > WorldSuspensionOrigins, |
Perform raycasts to compute spring displacements. | Physics/SimpleSuspension.h | |
static void ComputeSuspensionDisplacements
(
const FSimpleSuspensionParams& SuspensionParams, |
Physics/SimpleSuspension.h | ||
static void ComputeSuspensionForces
(
const FVector& LinearVelocity, |
Based on the current state of the system, compute the total force and torque that the suspension system wants to apply to the suspended body, as well as the spring force magnitudes of each support. | Physics/SimpleSuspension.h | |
static void ComputeSuspensionForces
(
const FVector& LinearVelocity, |
Physics/SimpleSuspension.h | ||
static void ComputeWorldSuspensionCoordinates
(
const FVector& LocalCenterOfMass, |
Dynamics functions | Physics/SimpleSuspension.h | |
static void ComputeWorldSuspensionCoordinates
(
const FSimpleSuspensionParams& SuspensionParams, |
Physics/SimpleSuspension.h | ||
| Physics/SimpleSuspension.h | |||
static void IntegrateSpring
(
const float DeltaTime, |
Integrate a single spring. | Physics/SimpleSuspension.h | |
static void IntegrateSprings
(
const float DeltaTime, |
Performs a fully implicit damped spring integration to compute next positions and velocities. | Physics/SimpleSuspension.h |