# CS::Physics::iVehicleWheel Struct Reference

The wheel of a vehicle. More...

#include <ivaria/vehicle.h>

Inheritance diagram for CS::Physics::iVehicleWheel:

List of all members.

## Public Member Functions

virtual iSceneNodeGetAttachedSceneNode () const =0
Get the scene node attached to this wheel.
virtual csVector3 GetAxleOrientation () const =0
Unit vector that describes the axle about which the wheel rotates.
virtual float GetFrictionCoefficient () const =0
When the tangential impulse on the wheel surpases suspension force times this value, it starts slipping.
virtual bool GetIsWheelAffectedByBrake () const =0
Whether this wheel is driven by the engine.
virtual bool GetIsWheelDriven () const =0
Whether this wheel is driven by the engine.
virtual float GetMaxSuspensionDisplacementCM () const =0
The suspension spring's endpoint can only be displaced from the equlibrium by +/- this value (in cm).
virtual float GetMaxSuspensionForce () const =0
The max force to be applied from the wheel to the chassis, caused by an impact.
virtual float GetRadius () const =0
virtual float GetRollInfluence () const =0
Value between 0 and 1 that determines how easily the car can roll over its side.
virtual const float GetRotation () const =0
virtual float GetSuspensionDamping () const =0
Suspension with more damping needs more force to be compressed and to relax.
virtual float GetSuspensionLength () const =0
Length of the suspension in equilibrium.
virtual float GetSuspensionStiffness () const =0
The spring constant. Stiffer suspension generates more force when spring is displaced.
virtual csVector3 GetWheelOrientation () const =0
Unit vector that describes the current rotation of the wheel (perpendicular to its axle).
virtual csVector3 GetWheelPosition () const =0
The position of the wheel relative to the chassis.
virtual void SetAttachedSceneNode (iSceneNode *node)=0
Set the scene node attached to this wheel.
virtual void SetAxleOrientation (const csVector3 &o)=0
Unit vector that describes the axle about which the wheel rotates.
virtual void SetFrictionCoefficient (float s)=0
When the tangential impulse on the wheel surpases suspension force times this value, it starts slipping.
virtual void SetIsWheelAffectedByBrake (bool b)=0
Whether this wheel is driven by the engine.
virtual void SetIsWheelDriven (bool d)=0
Whether this wheel is driven by the engine.
virtual void SetMaxSuspensionDisplacementCM (float s)=0
The suspension spring's endpoint can only be displaced from the equlibrium by +/- this value (in cm).
virtual void SetMaxSuspensionForce (float s)=0
The max force to be applied from the wheel to the chassis, caused by an impact.
virtual void SetRollInfluence (float infl)=0
Value between 0 and 1 that determines how easily the car can roll over its side.
virtual void SetRotation (float r)=0
virtual void SetSuspensionDamping (float s)=0
Suspension with more damping needs more force to be compressed and to relax.
virtual void SetSuspensionLength (float s)=0
Length of the suspension in equilibrium.
virtual void SetSuspensionOrientation (const csVector3 &o)=0
Unit vector that describes the current rotation of the wheel (perpendicular to its axle).
virtual void SetSuspensionStiffness (float s)=0
The spring constant. Stiffer suspension generates more force when spring is displaced.
virtual void SetWheelPosition (const csVector3 &p)=0
Value between 0 and 1 that determines how easily the car can roll over its side.

## Detailed Description

The wheel of a vehicle.

Definition at line 47 of file vehicle.h.

## Member Function Documentation

 virtual iSceneNode* CS::Physics::iVehicleWheel::GetAttachedSceneNode ( ) const [pure virtual]

Get the scene node attached to this wheel.

 virtual csVector3 CS::Physics::iVehicleWheel::GetAxleOrientation ( ) const [pure virtual]

Unit vector that describes the axle about which the wheel rotates.

 virtual float CS::Physics::iVehicleWheel::GetFrictionCoefficient ( ) const [pure virtual]

When the tangential impulse on the wheel surpases suspension force times this value, it starts slipping.

It is very similar to muh in Coulomb's law. A greater value reduces the chance of the vehicle slipping. When on a wet or slippery road, the coefficient should be very small.

 virtual bool CS::Physics::iVehicleWheel::GetIsWheelAffectedByBrake ( ) const [pure virtual]

Whether this wheel is driven by the engine.

 virtual bool CS::Physics::iVehicleWheel::GetIsWheelDriven ( ) const [pure virtual]

Whether this wheel is driven by the engine.

 virtual float CS::Physics::iVehicleWheel::GetMaxSuspensionDisplacementCM ( ) const [pure virtual]

The suspension spring's endpoint can only be displaced from the equlibrium by +/- this value (in cm).

 virtual float CS::Physics::iVehicleWheel::GetMaxSuspensionForce ( ) const [pure virtual]

The max force to be applied from the wheel to the chassis, caused by an impact.

 virtual float CS::Physics::iVehicleWheel::GetRadius ( ) const [pure virtual]

 virtual float CS::Physics::iVehicleWheel::GetRollInfluence ( ) const [pure virtual]

Value between 0 and 1 that determines how easily the car can roll over its side.

 virtual const float CS::Physics::iVehicleWheel::GetRotation ( ) const [pure virtual]

 virtual float CS::Physics::iVehicleWheel::GetSuspensionDamping ( ) const [pure virtual]

Suspension with more damping needs more force to be compressed and to relax.

 virtual float CS::Physics::iVehicleWheel::GetSuspensionLength ( ) const [pure virtual]

Length of the suspension in equilibrium.

 virtual float CS::Physics::iVehicleWheel::GetSuspensionStiffness ( ) const [pure virtual]

The spring constant. Stiffer suspension generates more force when spring is displaced.

 virtual csVector3 CS::Physics::iVehicleWheel::GetWheelOrientation ( ) const [pure virtual]

Unit vector that describes the current rotation of the wheel (perpendicular to its axle).

 virtual csVector3 CS::Physics::iVehicleWheel::GetWheelPosition ( ) const [pure virtual]

The position of the wheel relative to the chassis.

 virtual void CS::Physics::iVehicleWheel::SetAttachedSceneNode ( iSceneNode * node ) [pure virtual]

Set the scene node attached to this wheel.

 virtual void CS::Physics::iVehicleWheel::SetAxleOrientation ( const csVector3 & o ) [pure virtual]

Unit vector that describes the axle about which the wheel rotates.

 virtual void CS::Physics::iVehicleWheel::SetFrictionCoefficient ( float s ) [pure virtual]

When the tangential impulse on the wheel surpases suspension force times this value, it starts slipping.

It is very similar to muh in Coulomb's law. A greater value reduces the chance of the vehicle slipping. When on a wet or slippery road, the coefficient should be very small.

 virtual void CS::Physics::iVehicleWheel::SetIsWheelAffectedByBrake ( bool b ) [pure virtual]

Whether this wheel is driven by the engine.

 virtual void CS::Physics::iVehicleWheel::SetIsWheelDriven ( bool d ) [pure virtual]

Whether this wheel is driven by the engine.

 virtual void CS::Physics::iVehicleWheel::SetMaxSuspensionDisplacementCM ( float s ) [pure virtual]

The suspension spring's endpoint can only be displaced from the equlibrium by +/- this value (in cm).

 virtual void CS::Physics::iVehicleWheel::SetMaxSuspensionForce ( float s ) [pure virtual]

The max force to be applied from the wheel to the chassis, caused by an impact.

 virtual void CS::Physics::iVehicleWheel::SetRadius ( float s ) [pure virtual]

 virtual void CS::Physics::iVehicleWheel::SetRollInfluence ( float infl ) [pure virtual]

Value between 0 and 1 that determines how easily the car can roll over its side.

 virtual void CS::Physics::iVehicleWheel::SetRotation ( float r ) [pure virtual]

 virtual void CS::Physics::iVehicleWheel::SetSuspensionDamping ( float s ) [pure virtual]

Suspension with more damping needs more force to be compressed and to relax.

 virtual void CS::Physics::iVehicleWheel::SetSuspensionLength ( float s ) [pure virtual]

Length of the suspension in equilibrium.

 virtual void CS::Physics::iVehicleWheel::SetSuspensionOrientation ( const csVector3 & o ) [pure virtual]

Unit vector that describes the current rotation of the wheel (perpendicular to its axle).

 virtual void CS::Physics::iVehicleWheel::SetSuspensionStiffness ( float s ) [pure virtual]

The spring constant. Stiffer suspension generates more force when spring is displaced.

 virtual void CS::Physics::iVehicleWheel::SetWheelPosition ( const csVector3 & p ) [pure virtual]

Value between 0 and 1 that determines how easily the car can roll over its side.

The documentation for this struct was generated from the following file:

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