VE Lua Documentation

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getBeamStress

Definition


-- @/=[C]:-1
function getBeamStress(...)

Callers

@/lua/vehicle/extensions/tech/wheelForces.lua
      for _, rBeam in ipairs(data.rimBeamsNode1) do
        local beamStress = obj:getBeamStress(rBeam)
        local beamVector = obj:getBeamVectorFromNode(rBeam, data.axleNode1):normalized()
      for _, rBeam in ipairs(data.rimBeamsNode2) do
        local beamStress = obj:getBeamStress(rBeam)
        local beamVector = obj:getBeamVectorFromNode(rBeam, data.axleNode2):normalized()
      for _, sBeamData in ipairs(data.sidewallBeamsNode1) do
        local beamStress = obj:getBeamStress(sBeamData.beamId)
        local beamVector = obj:getBeamVectorFromNode(sBeamData.beamId, sBeamData.rimNodeId):normalized()
      for _, sBeamData in ipairs(data.sidewallBeamsNode2) do
        local beamStress = obj:getBeamStress(sBeamData.beamId)
        local beamVector = obj:getBeamVectorFromNode(sBeamData.beamId, sBeamData.rimNodeId):normalized()
      for _, sBeam in ipairs(data.suspensionBeamsNode1) do
        local beamStress = obj:getBeamStress(sBeam)
        local beamVector = obj:getBeamVectorFromNode(sBeam, data.axleNode1):normalized()
      for _, sBeam in ipairs(data.suspensionBeamsNode2) do
        local beamStress = obj:getBeamStress(sBeam)
        local beamVector = obj:getBeamVectorFromNode(sBeam, data.axleNode2):normalized()
@/lua/vehicle/sounds.lua
    beamVel = min(1, abs(beamVel))
    local currentStress = clamp(obj:getBeamStress(snd.beam) / snd.maxStress, -1, 1) * beamVel * beamVel -- find the stress on the current sound beam (unsmoothed)
    -- local currentStress = clamp(obj:getBeamStress(snd.beam), -1, 1) * beamVel * beamVel -- find the stress on the current sound beam (unsmoothed)
    local currentStress = clamp(obj:getBeamStress(snd.beam) / snd.maxStress, -1, 1) * beamVel * beamVel -- find the stress on the current sound beam (unsmoothed)
    -- local currentStress = clamp(obj:getBeamStress(snd.beam), -1, 1) * beamVel * beamVel -- find the stress on the current sound beam (unsmoothed)
    local smoothStress = snd.smoothing:get(currentStress, dt)
@/lua/vehicle/bdebugImpl.lua
      if partsSelected[beam.partPath or v.config.partsTree.partPath] then
        local stress = obj:getBeamStress(beam.cid) * 0.0002
        local a = min(1, abs(stress)) * 255 * alpha
@/lua/vehicle/powertrain/hydraulicCylinder.lua
    local cid = cylinder.beamCids[i]
    bypassOpen = bypassOpen + (cylinder.valveSign * obj:getBeamStress(cid) > 0 and 1 or 0)
  end
      local cid = cylinder.beamCids[i]
      bypassOpen = bypassOpen + (valveSign * obj:getBeamStress(cid) > 0 and 1 or 0)
    end
@/lua/vehicle/hydros.lua
    if h.forceLimit then
      local stress = obj:getBeamStress(h.bcid) * h.inputFactor
      local absStress = abs(stress)
@/lua/vehicle/extensions/tech/mesh.lua
  for i=0, beamCount do
    beams[i] = obj:getBeamStress(i)
  end