Wheel
Present on ctx.wheel while the entity is a running wheel: a wheel component on an entity with a dynamic body above it in the hierarchy.
Null otherwise. Also reached as ctx.body.wheels and ctx.vehicle.wheels from the body's own behaviour. Who drives. A wheel no vehicle composes is driven by behaviours: {@link Wheel.setMotorTorque}, {@link Wheel.setBrakeTorque} and {@link Wheel.setSteer} hold until the next call, and each tick the wheel's spring and tyre push its body — a cart, a trailer, a robot on wheels. A wheel a vehicle composes is driven by the vehicle. On an input: "script" vehicle, each field a behaviour writes takes that wheel over from the vehicle's command until the vehicle's next {@link Vehicle.drive} (torque vectoring, a spun-up wheel); on an auto vehicle a write changes nothing and is counted on GET /perf → unwired.vehicle_ignored. Signs. Positive motor torque rolls it along its forward (its composed -Z). Steer is positive right, like the steer action and {@link Vehicle.steerAngle}. ts // A cart: drive every wheel, steer the ones named "front-…", and brake when nothing is held. update(ctx) { const go = ctx.input?.action("throttle").held ?? false for (const w of ctx.body!.wheels) { w.setMotorTorque(go ? 40 : 0) w.setBrakeTorque(go ? 0 : 200) if (w.entity.id.startsWith("front-")) w.setSteer(0.3 * (ctx.input?.axis("steer")[0] ?? 0)) } }
Signature
export interface Wheel {
/** Drive torque at the axle, N·m, from the next tick until the next call. Positive rolls it forward. */
setMotorTorque(nm: number): void
/** Brake torque, N·m, 0 or more, from the next tick until the next call. */
setBrakeTorque(nm: number): void
/** Steer angle about the body's up, radians, **positive right**, from the next tick until the next call. */
setSteer(radians: number): void
/** The wheel's own entity. */
readonly entity: EntityHandle
/** `"script"`: behaviours drive it. `"vehicle"`: its vehicle does. */
readonly drivenBy: "script" | "vehicle"
readonly grounded: boolean
/** Where it touches the ground; null in the air. */
readonly contact: WheelContact | null
/** Slip ratio (`long`; 0 on a `clamp` tyre, which rolls at road speed) and slip angle (`lat`), radians. */
readonly slip: { long: number; lat: number }
readonly rpm: number
/** N the spring carries. */
readonly load: number
/** 0 at the spring's rest length or longer, 1 against the bump stop. */
readonly compression: number
/** Radians, **positive right**. */
readonly steerAngle: number
/** N·m: the torques in force — a behaviour's, or what its vehicle asked of it. */
readonly motorTorque: number
readonly brakeTorque: number
/** Metres. */
readonly radius: number
/** True when it was locked on the last step: on the ground, turning at under half the road speed under braking, above 3 m/s (a `curve` tyre; the arcade model's `clamp` tyre cannot lock). */
readonly locked: boolean
/** What the ground did to its grip on the last step, as a multiplier on the tyre's own: 1 on dry asphalt, about 0.7 soaked, 0.12 on ice; 0 in the air. */
readonly grip: number
/** Its tyre's condition (see {@link Wheel.setTyre}): multipliers on its grip and rolling resistance, 1 and 1 new. */
readonly tyre: { grip: number; rolling: number }
/**
* Puts the tyre in a condition until set again, from the next tick: multipliers on its grip and its rolling
* resistance, 0 or more; a field left out keeps its value. Works on any wheel, an `input: "auto"` vehicle's
* too: a blowout is something that happens to a tyre, not a control. Returns false when the wheel has gone; a
* NaN throws `wheel.not-finite`, a negative value `wheel.tyre-invalid`. It is simulation state: a replay or a
* rollback replays it.
*
* ```ts
* // An instructor's "tyre blowout" inject on the front left.
* ctx.events.on("blowout", () => ctx.vehicle!.wheels[0].setTyre({ grip: 0.3, rolling: 10 }))
* ```
*/
setTyre(tyre: { grip?: number; rolling?: number }): boolean
}
Import: import type { Wheel } from "@argus/api"
Members
| Member | Signature | Description |
|---|---|---|
setMotorTorque | setMotorTorque(nm: number): void | Drive torque at the axle, N·m, from the next tick until the next call. Positive rolls it forward. |
setBrakeTorque | setBrakeTorque(nm: number): void | Brake torque, N·m, 0 or more, from the next tick until the next call. |
setSteer | setSteer(radians: number): void | Steer angle about the body's up, radians, positive right, from the next tick until the next call. |
entity | readonly entity: EntityHandle | The wheel's own entity. |
drivenBy | readonly drivenBy: "script" | "vehicle" | "script": behaviours drive it. "vehicle": its vehicle does. |
grounded | readonly grounded: boolean | |
contact | readonly contact: WheelContact | null | Where it touches the ground; null in the air. |
slip | readonly slip: { long: number; lat: number } | Slip ratio (long; 0 on a clamp tyre, which rolls at road speed) and slip angle (lat), radians. |
rpm | readonly rpm: number | |
load | readonly load: number | N the spring carries. |
compression | readonly compression: number | 0 at the spring's rest length or longer, 1 against the bump stop. |
steerAngle | readonly steerAngle: number | Radians, positive right. |
motorTorque | readonly motorTorque: number | N·m: the torques in force — a behaviour's, or what its vehicle asked of it. |
brakeTorque | readonly brakeTorque: number | |
radius | readonly radius: number | Metres. |
locked | readonly locked: boolean | True when it was locked on the last step: on the ground, turning at under half the road speed under braking, above 3 m/s (a curve tyre; the arcade model's clamp tyre cannot lock). |
grip | readonly grip: number | What the ground did to its grip on the last step, as a multiplier on the tyre's own: 1 on dry asphalt, about 0.7 soaked, 0.12 on ice; 0 in the air. |
tyre | readonly tyre: { grip: number; rolling: number } | Its tyre's condition (see {@link Wheel.setTyre}): multipliers on its grip and rolling resistance, 1 and 1 new. |
setTyre | setTyre(tyre: { grip?: number; rolling?: number }): boolean | Puts the tyre in a condition until set again, from the next tick: multipliers on its grip and its rolling resistance, 0 or more; a field left out keeps its value. Works on any wheel, an input: "auto" vehicle's too: a blowout is something that happens to a tyre, not a control. Returns false when the wheel has gone; a NaN throws wheel.not-finite, a negative value wheel.tyre-invalid. It is simulation state: a replay or a rollback replays it. ts // An instructor's "tyre blowout" inject on the front left. ctx.events.on("blowout", () => ctx.vehicle!.wheels[0].setTyre({ grip: 0.3, rolling: 10 })) |
Example
The tested fixture fixtures/recipes/drone-search/scenes/behaviors/carrier.ts.
import type { Behavior } from "@argus/api"
/** Moves a kinematic body round `props.path` (world [x, z] points) at `props.speed` m/s, facing where it goes: the
* stand-in for a boat or a truck the drone launches from, and for the contact it looks for. */
interface Props {
path: [number, number][]
speed: number
}
interface State {
next: number
}
export default {
init(ctx) {
ctx.state.next ??= 0
},
update(ctx, dt) {
const path = ctx.props.path
const goal = path[ctx.state.next % path.length]
if (goal === undefined) return
const p = ctx.entity.position
const to: [number, number, number] = [goal[0], p[1], goal[1]]
ctx.entity.lookAt(to)
if (ctx.entity.moveToward(to, ctx.props.speed * dt)) ctx.state.next = (ctx.state.next + 1) % path.length
},
} satisfies Behavior<State, Props>