CrystalSpace

Public API Reference

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
 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 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 SetRadius (float r)=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 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]

Radius of the wheel.

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]

Radius of the wheel.

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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