# CS::Physics::iVehicleWheelFactory Struct Reference

The factory for the wheel of a vehicle. More...

`#include <ivaria/vehicle.h>`

Inheritance diagram for CS::Physics::iVehicleWheelFactory:

List of all members.

## Public Member Functions

virtual const csVector3GetAxleOrientation () 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 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 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 const csVector3GetWheelPosition () const =0
The position of the wheel relative to the chassis.
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 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 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 factory for the wheel of a vehicle.

Definition at line 144 of file vehicle.h.

## Member Function Documentation

 virtual const csVector3& CS::Physics::iVehicleWheelFactory::GetAxleOrientation ( ) const` [pure virtual]`

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

 virtual float CS::Physics::iVehicleWheelFactory::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::iVehicleWheelFactory::GetIsWheelDriven ( ) const` [pure virtual]`

Whether this wheel is driven by the engine.

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

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

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

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

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

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

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

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

Length of the suspension in equilibrium.

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

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

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

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

 virtual const csVector3& CS::Physics::iVehicleWheelFactory::GetWheelPosition ( ) const` [pure virtual]`

The position of the wheel relative to the chassis.

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

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

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

Whether this wheel is driven by the engine.

 virtual void CS::Physics::iVehicleWheelFactory::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::iVehicleWheelFactory::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::iVehicleWheelFactory::SetRadius ( float r ) ` [pure virtual]`

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

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

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

Length of the suspension in equilibrium.

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

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

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

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

 virtual void CS::Physics::iVehicleWheelFactory::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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