CS::Physics::iVehicleWheel Struct Reference
The wheel of a vehicle. More...
#include <ivaria/vehicle.h>

Public Member Functions | |
| virtual iSceneNode * | GetAttachedSceneNode () 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 |
| Radius of the wheel. | |
| 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 |
| Rotation in radians. | |
| 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 | SetRadius (float s)=0 |
| Radius of the wheel. | |
| 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 |
| Rotation in radians. | |
| 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] |
Radius of the wheel.
| 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] |
Rotation in radians.
| 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] |
Radius of the wheel.
| 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] |
Rotation in radians.
| 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:
- ivaria/vehicle.h
Generated for Crystal Space 2.1 by doxygen 1.6.1
