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Jorrit Rouwe 1 year ago
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      Jolt/Physics/Vehicle/WheeledVehicleController.h

+ 1 - 1
Jolt/Physics/Vehicle/WheeledVehicleController.h

@@ -31,7 +31,7 @@ public:
 	float						mInertia = 0.9f;							///< Moment of inertia (kg m^2), for a cylinder this would be 0.5 * M * R^2 which is 0.9 for a wheel with a mass of 20 kg and radius 0.3 m
 	float						mAngularDamping = 0.2f;						///< Angular damping factor of the wheel: dw/dt = -c * w
 	float						mMaxSteerAngle = DegreesToRadians(70.0f);	///< How much this wheel can steer (radians)
-	LinearCurve					mLongitudinalFriction;						///< Friction in forward direction of tire as a function of the slip ratio (fraction): (omega_wheel * r_wheel - v_longitudinal) / |v_longitudinal|
+	LinearCurve					mLongitudinalFriction;						///< Friction in forward direction of tire as a function of the slip ratio (fraction): (omega_wheel * r_wheel - v_longitudinal) / |v_longitudinal|. You can see slip ratio as the amount the wheel is spinning relative to the floor. 0 means the wheel has full traction and is rolling perfectly in sync with the ground, 1 is for example when the wheel is locked and sliding over the ground.
 	LinearCurve					mLateralFriction;							///< Friction in sideway direction of tire as a function of the slip angle (degrees): angle between relative contact velocity and vehicle direction
 	float						mMaxBrakeTorque = 1500.0f;					///< How much torque (Nm) the brakes can apply to this wheel
 	float						mMaxHandBrakeTorque = 4000.0f;				///< How much torque (Nm) the hand brake can apply to this wheel (usually only applied to the rear wheels)