Talos docs

Wheel

Since 0.6

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.

Plain text

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
}

Import: import type { Wheel } from "@argus/api"

Members

MemberSignatureDescription
setMotorTorquesetMotorTorque(nm: number): voidDrive torque at the axle, N·m, from the next tick until the next call. Positive rolls it forward.
setBrakeTorquesetBrakeTorque(nm: number): voidBrake torque, N·m, 0 or more, from the next tick until the next call.
setSteersetSteer(radians: number): voidSteer angle about the body's up, radians, positive right, from the next tick until the next call.
entityreadonly entity: EntityHandleThe wheel's own entity.
drivenByreadonly drivenBy: "script" | "vehicle""script": behaviours drive it. "vehicle": its vehicle does.
groundedreadonly grounded: boolean
contactreadonly contact: WheelContact | nullWhere it touches the ground; null in the air.
slipreadonly slip: { long: number; lat: number }Slip ratio (long; 0 on a clamp tyre, which rolls at road speed) and slip angle (lat), radians.
rpmreadonly rpm: number
loadreadonly load: numberN the spring carries.
compressionreadonly compression: number0 at the spring's rest length or longer, 1 against the bump stop.
steerAnglereadonly steerAngle: numberRadians, positive right.
motorTorquereadonly motorTorque: numberN·m: the torques in force — a behaviour's, or what its vehicle asked of it.
brakeTorquereadonly brakeTorque: number
radiusreadonly radius: numberMetres.

Example

The tested fixture fixtures/recipes/collectible-and-goal/scenes/behaviors/collectible.ts.

import type { Behavior } from "@argus/api"

/**
 * A coin the player collects by walking into it.
 *
 * It says so once, as `collected`, and leaves the world. Counting is somebody else's job —
 * `goal-exit.ts` — so a coin never needs to know how many there are.
 *
 * The contact is `onTrigger`, which needs three things in the scene: a collider with
 * `isTrigger: true` (the volume), a `trigger` component (what fires), and a body on the player —
 * the character controller's capsule is one.
 */
interface State {
  collected: boolean
}

interface Props {
  /** Tag the toucher must carry. Default `player`. */
  playerTag?: string
}

export default {
  init(ctx) {
    if (typeof ctx.state.collected !== "boolean") ctx.state.collected = false
  },

  onTrigger(ctx, trigger) {
    if (ctx.state.collected || !trigger.entering) return
    if (!trigger.other.hasTag(ctx.props.playerTag ?? "player")) return
    ctx.state.collected = true
    // The `goal` component on this coin has the same id, so the playtester and the HUD agree.
    ctx.events.emit("collected", { goal: ctx.entity.id })
    // Last: after `despawn` every member of this entity's handles throws.
    ctx.entity.despawn()
  },
} satisfies Behavior<State, Props>