blender/source/gameengine/Physics/common/PHY_IVehicle.h

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#ifndef PHY_IVEHICLE_H
#define PHY_IVEHICLE_H
//PHY_IVehicle provides a generic interface for (raycast based) vehicles. Mostly targetting 4 wheel cars and 2 wheel motorbikes.
class PHY_IMotionState;
#include "PHY_DynamicTypes.h"
class PHY_IVehicle
{
public:
virtual ~PHY_IVehicle();
virtual void AddWheel(
PHY_IMotionState* motionState,
PHY__Vector3 connectionPoint,
PHY__Vector3 downDirection,
PHY__Vector3 axleDirection,
float suspensionRestLength,
float wheelRadius,
bool hasSteering
) = 0;
virtual int GetNumWheels() const = 0;
virtual void GetWheelPosition(int wheelIndex,float& posX,float& posY,float& posZ) const = 0;
virtual void GetWheelOrientationQuaternion(int wheelIndex,float& quatX,float& quatY,float& quatZ,float& quatW) const = 0;
virtual float GetWheelRotation(int wheelIndex) const = 0;
virtual int GetUserConstraintId() const =0;
virtual int GetUserConstraintType() const =0;
//some basic steering/braking/tuning/balancing (bikes)
virtual void SetSteeringValue(float steering,int wheelIndex) = 0;
virtual void ApplyEngineForce(float force,int wheelIndex) = 0;
virtual void ApplyBraking(float braking,int wheelIndex) = 0;
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virtual void SetWheelFriction(float friction,int wheelIndex) = 0;
virtual void SetSuspensionStiffness(float suspensionStiffness,int wheelIndex) = 0;
virtual void SetSuspensionDamping(float suspensionStiffness,int wheelIndex) = 0;
virtual void SetSuspensionCompression(float suspensionStiffness,int wheelIndex) = 0;
virtual void SetRollInfluence(float rollInfluence,int wheelIndex) = 0;
virtual void SetCoordinateSystem(int rightIndex,int upIndex,int forwardIndex) =0;
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};
#endif //PHY_IVEHICLE_H