forked from bartvdbraak/blender
46234f90ce
All platforms/build systems: either upgrade to use extern/bullet2, or disable the game engine until the build is fixed.
58 lines
1.7 KiB
C++
58 lines
1.7 KiB
C++
#ifndef PHY_IVEHICLE_H
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#define PHY_IVEHICLE_H
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//PHY_IVehicle provides a generic interface for (raycast based) vehicles. Mostly targetting 4 wheel cars and 2 wheel motorbikes.
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class PHY_IMotionState;
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#include "PHY_DynamicTypes.h"
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class PHY_IVehicle
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{
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public:
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virtual ~PHY_IVehicle();
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virtual void AddWheel(
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PHY_IMotionState* motionState,
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PHY__Vector3 connectionPoint,
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PHY__Vector3 downDirection,
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PHY__Vector3 axleDirection,
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float suspensionRestLength,
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float wheelRadius,
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bool hasSteering
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) = 0;
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virtual int GetNumWheels() const = 0;
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virtual void GetWheelPosition(int wheelIndex,float& posX,float& posY,float& posZ) const = 0;
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virtual void GetWheelOrientationQuaternion(int wheelIndex,float& quatX,float& quatY,float& quatZ,float& quatW) const = 0;
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virtual float GetWheelRotation(int wheelIndex) const = 0;
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virtual int GetUserConstraintId() const =0;
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virtual int GetUserConstraintType() const =0;
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//some basic steering/braking/tuning/balancing (bikes)
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virtual void SetSteeringValue(float steering,int wheelIndex) = 0;
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virtual void ApplyEngineForce(float force,int wheelIndex) = 0;
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virtual void ApplyBraking(float braking,int wheelIndex) = 0;
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virtual void SetWheelFriction(float friction,int wheelIndex) = 0;
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virtual void SetSuspensionStiffness(float suspensionStiffness,int wheelIndex) = 0;
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virtual void SetSuspensionDamping(float suspensionStiffness,int wheelIndex) = 0;
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virtual void SetSuspensionCompression(float suspensionStiffness,int wheelIndex) = 0;
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virtual void SetRollInfluence(float rollInfluence,int wheelIndex) = 0;
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virtual void SetCoordinateSystem(int rightIndex,int upIndex,int forwardIndex) =0;
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};
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#endif //PHY_IVEHICLE_H
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