5#include "Containers/Array.h"
48 float NaturalFrequency = FMath::Sqrt(SpringRate /
SprungMass);
56 float NaturalFrequency = FMath::Sqrt(SpringRate /
SprungMass);
57 return DampingRatio * 2.f *
SprungMass * NaturalFrequency;
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
#define DECLARE_LOG_CATEGORY_EXTERN(CategoryName, DefaultVerbosity, CompileTimeVerbosity)
Definition LogMacros.h:361
static constexpr UE_FORCEINLINE_HINT T Clamp(const T X, const T MinValue, const T MaxValue)
Definition UnrealMathUtility.h:592
Definition SuspensionUtility.h:16
static float ComputeNaturalFrequency(float SpringRate, float SprungMass)
Definition SuspensionUtility.h:39
static CHAOSVEHICLESCORE_API bool ComputeSprungMasses(const TArray< FVector > &MassSpringPositions, const float TotalMass, TArray< float > &OutSprungMasses)
Definition SuspensionUtility.cpp:7
static float ComputeCriticalDamping(float SpringRate, float SprungMass)
Definition SuspensionUtility.h:45
static float ComputeDamping(float SpringRate, float SprungMass, float DampingRatio)
Definition SuspensionUtility.h:53