Torque Game EngineTorque Game Engine Documentation
Version 1.3.x

WheeledVehicleData

WheeledVehicleData also derives from VehicleData and aids the creation of vehicles with wheels and tires. WheeledVehicleData defines fewer new fields than it's flying and hovering counterparts; these few new fields are listed in the table below.

Table D.9. WheeledVehicleData Member Fields

Field NameTypeDefault ValueDescription
Special Effects Data
jetSoundAudioProfilePtrNULLPoints to the AudioProfile used to produce sounds for the jet. If specified, must point to an object of type AudioProfile. Must adhere to the semantics associated with AudioProfile*, as defined in the Torque Game Engine.
engineSoundAudioProfilePtrNULLPoints to the AudioProfile used to produce sounds for the engine. If specified, must point to an object of type AudioProfile. Must adhere to the semantics associated with AudioProfile*, as defined in the Torque Game Engine.
squealSoundAudioProfilePtrNULLPoints to the AudioProfile used to produce tire squeeling sound. If specified, must point to an object of type AudioProfile. Must adhere to the semantics associated with AudioProfile*, as defined in the Torque Game Engine.
WheelImpactSoundAudioProfilePtrNULLNote: this field currently has no tangible effect in the engine's simulation.
tireEmitterParticleEmitterDataPtr0Points to the ParticleEmitterDatablock used for each wheel's ParticleEmitter object (each wheel has it's own ParticleEmitter).
Physics Data
maxWheelSpeedFloat40.0Determines the maximum speed at which the vehicle may travel. Also affects the lifetime of particles emitted by the wheel.
engineTorqueFloat1.0Scalar applied to the vehicle's throttle value in the determination of total engine torque and wheel angular velocity.
engineBrakeFloat1.0Used to determine the dampening velocity affecting a wheel's angular velocity when the vehicle is engine-braking (not actively braking, but no thrust is being applied).
engineBrakeFloat1.0Used to determine the dampening velocity affecting a wheel's angular velocity when the vehicle is actively braking.

Much additional data for wheeled vehicles is defined in the WheeledVehicleTire and WheeledVehicleSpring datablocks, which are detailed later in this reference.

We have finished examining all of the datablocks which derive from ShapeBaseData. In the next section, we'll go back to studying the other derivative datablocks of GameBaseData, beginning with TriggerData.