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Unreal Engine C++ API Reference > Runtime > Engine > Physics
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/Physics/SimpleSuspension.h |
Include | #include "Physics/SimpleSuspension.h" |
Syntax
struct FSimpleSuspensionHelpers
Functions
Type | Name | Description | |
---|---|---|---|
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bool | ComputeSingleAxisLambda
(
const FVector::FReal AxisDot, |
Calculates the Lambdas in the single axis case |
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float | ComputeSpringCriticalDamping
(
const float SprungMass, |
Given a sprung mass and a natural frequency, return the damping coefficient which will critically damp the spring. |
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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. |
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float | ComputeSpringForce
(
const float SpringStiffness, |
Compute the total force that a spring ought to apply |
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void | ComputeSpringNaturalFrequencyAndDampingRatio
(
const float SprungMass, |
Given a sprung mass and a spring stiffness, compute the natural frequency of the spring |
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void | ComputeSpringParams
(
const TArray< FVector >& LocalSuspensionOrigins, |
Compute an array of FSimpleSupportParams objects |
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void | ComputeSpringParams
(
const FSimpleSuspensionParams& SuspensionParams, |
Compute an array of FSimpleSupportParams objects, based on data from a SuspensionParams object |
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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 |
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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. |
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bool | ComputeSprungMasses
(
const TArray< FVector >& MassSpringPositions, |
Setup functionsCompute the distribution of the mass of a body among springs. |
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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. |
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void | ComputeSuspensionDisplacements
(
const FSimpleSuspensionParams& SuspensionParams, |
|
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void | ComputeSuspensionDisplacements
(
const TArray< FVector > WorldSuspensionOrigins, |
Perform raycasts to compute spring displacements. |
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void | ComputeSuspensionForces
(
const FVector& LinearVelocity, |
|
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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. |
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void | ComputeWorldSuspensionCoordinates
(
const FSimpleSuspensionParams& SuspensionParams, |
|
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void | ComputeWorldSuspensionCoordinates
(
const FVector& LocalCenterOfMass, |
Dynamics functions |
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void | IntegrateSpring
(
const float DeltaTime, |
Integrate a single spring. |
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void | IntegrateSprings
(
const float DeltaTime, |
Performs a fully implicit damped spring integration to compute next positions and velocities. |