VehicleData

Base properties shared by all Vehicles (FlyingVehicle, HoverVehicle, WheeledVehicle).

Inherit:
ShapeBaseData

Description

This datablock defines properties shared by all Vehicle types, but should not be instantiated directly. Instead, set the desired properties in the FlyingVehicleData, HoverVehicleData or WheeledVehicleData datablock.

Damage

The VehicleData class extends the basic energy/damage functionality provided by ShapeBaseData to include damage from collisions, as well as particle emitters activated automatically when damage levels reach user specified thresholds.

The example below shows how to setup a Vehicle to:

Example:

// damage from collisionscollDamageMultiplier = 0.05;
collDamageThresholdVel = 15;

// damage levelsdamageLevelTolerance[0] = 0.5;
damageEmitter[0] = GraySmokeEmitter;     // emitter used when damage is >= 50%
damageLevelTolerance[1] = 0.85;
damageEmitter[1] = BlackSmokeEmitter;    // emitter used when damage is >= 85%
damageEmitter[2] = DamageBubbleEmitter;  // emitter used instead of damageEmitter[0:1]
// when offset point is underwater
// emit offsets (used for all active damage level emitters)
damageEmitterOffset[0] = "0.5 3 1";
damageEmitterOffset[1] = "-0.5 3 1";
numDmgEmitterAreas = 2;

Methods

void VehicleData::onEnterLiquid(Vehicle obj, float coverage, string type)

Called when the vehicle enters liquid.

Parameters:
  • obj – the Vehicle object
  • coverage – percentage of the vehicle’s bounding box covered by the liquid
  • type – type of liquid the vehicle has entered
void VehicleData::onLeaveLiquid(Vehicle obj, string type)

Called when the vehicle leaves liquid.

Parameters:
  • obj – the Vehicle object
  • type – type of liquid the vehicle has left

Fields

float VehicleData::bodyFriction

Collision friction coefficient. How well this object will slide against objects it collides with.

float VehicleData::bodyRestitution

Collision ‘bounciness’. Normally in the range 0 (not bouncy at all) to 1 (100% bounciness).

float VehicleData::cameraDecay

How quickly the camera moves back towards the vehicle when stopped.

float VehicleData::cameraLag

How much the camera lags behind the vehicle depending on vehicle speed. Increasing this value will make the camera fall further behind the vehicle as it accelerates away.

float VehicleData::cameraOffset

Vertical (Z axis) height of the camera above the vehicle.

bool VehicleData::cameraRoll

If true, the camera will roll with the vehicle. If false, the camera will always have the positive Z axis as up.

float VehicleData::collDamageMultiplier

Damage to this vehicle after a collision (multiplied by collision velocity). Currently unused.

float VehicleData::collDamageThresholdVel

Minimum collision velocity to cause damage to this vehicle. Currently unused.

float VehicleData::collisionTol

Minimum distance between objects for them to be considered as colliding.

float VehicleData::contactTol

Maximum relative velocity between objects for collisions to be resolved as contacts. Velocities greater than this are handled as collisions.

ParticleEmitterData VehicleData::damageEmitter[3]

Array of particle emitters used to generate damage (dust, smoke etc) effects. Currently, the first two emitters (indices 0 and 1) are used when the damage level exceeds the associated damageLevelTolerance. The 3rd emitter is used when the emitter point is underwater.

Point3F VehicleData::damageEmitterOffset[2]

Object space “x y z” offsets used to emit particles for the active damageEmitter.

Example:

// damage levelsdamageLevelTolerance[0] = 0.5;
damageEmitter[0] = SmokeEmitter;
// emit offsets (used for all active damage level emitters)
damageEmitterOffset[0] = "0.5 3 1";
damageEmitterOffset[1] = "-0.5 3 1";
numDmgEmitterAreas = 2;
float VehicleData::damageLevelTolerance[2]

Damage levels (as a percentage of maxDamage) above which to begin emitting particles from the associated damageEmitter. Levels should be in order of increasing damage.

ParticleEmitterData VehicleData::dustEmitter

Dust particle emitter.

float VehicleData::dustHeight

Height above ground at which to emit particles from the dustEmitter.

SFXProfile VehicleData::exitingWater

Sound to play when exiting the water.

float VehicleData::exitSplashSoundVelocity

Minimum velocity when leaving the water for the exitingWater sound to play.

SFXProfile VehicleData::hardImpactSound

Sound to play on a ‘hard’ impact. This sound is played if the impact speed gt = hardImpactSpeed.

float VehicleData::hardImpactSpeed

Minimum collision speed for the hardImpactSound to be played.

float VehicleData::hardSplashSoundVelocity

Minimum velocity when entering the water for the imapactWaterHard sound to play.

SFXProfile VehicleData::impactWaterEasy

Sound to play when entering the water with speed gt = softSplashSoundVelocity and lt mediumSplashSoundVelocity.

SFXProfile VehicleData::impactWaterHard

Sound to play when entering the water with speed gt = hardSplashSoundVelocity.

SFXProfile VehicleData::impactWaterMedium

Sound to play when entering the water with speed gt = mediumSplashSoundVelocity and lt hardSplashSoundVelocity.

int VehicleData::integration

Number of integration steps per tick. Increase this to improve simulation stability (also increases simulation processing time).

float VehicleData::jetEnergyDrain

Energy amount to drain for each tick the vehicle is jetting. Once the vehicle’s energy level reaches 0, it will no longer be able to jet.

float VehicleData::jetForce

Additional force applied to the vehicle when it is jetting. For WheeledVehicles, the force is applied in the forward direction. For FlyingVehicles, the force is applied in the thrust direction.

Point3F VehicleData::massBox

Define the box used to estimate the vehicle’s moment of inertia. Currently only used by WheeledVehicle ; other vehicle types use a unit sphere to compute inertia.

Point3F VehicleData::massCenter

Defines the vehicle’s center of mass (offset from the origin of the model).

float VehicleData::maxDrag

Maximum drag coefficient. Currently unused.

float VehicleData::maxSteeringAngle

Maximum yaw (horizontal) and pitch (vertical) steering angle in radians.

float VehicleData::mediumSplashSoundVelocity

Minimum velocity when entering the water for the imapactWaterMedium sound to play.

float VehicleData::minDrag

Minimum drag coefficient. Currently only used by FlyingVehicle .

float VehicleData::minImpactSpeed

Minimum collision speed for the onImpact callback to be invoked.

float VehicleData::minJetEnergy

Minimum vehicle energy level to begin jetting.

float VehicleData::minRollSpeed

Unused.

float VehicleData::numDmgEmitterAreas

Number of damageEmitterOffset values to use for each damageEmitter.

bool VehicleData::powerSteering

If true, steering does not auto-centre while the vehicle is being steered by its driver.

SFXProfile VehicleData::softImpactSound

Sound to play on a ‘soft’ impact. This sound is played if the impact speed is lt hardImpactSpeed and gt = softImpactSpeed.

float VehicleData::softImpactSpeed

Minimum collision speed for the softImpactSound to be played.

float VehicleData::softSplashSoundVelocity

Minimum velocity when entering the water for the imapactWaterEasy sound to play.

ParticleEmitterData VehicleData::splashEmitter[2]

Array of particle emitters used to generate splash effects.

float VehicleData::splashFreqMod

Number of splash particles to generate based on vehicle speed. This value is multiplied by the current speed to determine how many particles to generate each frame.

float VehicleData::splashVelEpsilon

Minimum speed when moving through water to generate splash particles.

float VehicleData::steeringReturn

Rate at which the vehicle’s steering returns to forwards when it is moving.

float VehicleData::steeringReturnSpeedScale

Amount of effect the vehicle’s speed has on its rate of steering return.

float VehicleData::triggerDustHeight

Maximum height above surface to emit dust particles. If the vehicle is less than triggerDustHeight above a static surface with a material that has ‘showDust’ set to true, the vehicle will emit particles from the dustEmitter.

SFXProfile VehicleData::waterWakeSound

Looping sound to play while moving through the water.