|  | Jolt Physics
    A multi core friendly Game Physics Engine | 
Base class for runtime data for a wheel, each VehicleController can implement a derived class of this. More...
#include <Wheel.h>
 
  
| Public Member Functions | |
| JPH_OVERRIDE_NEW_DELETE | Wheel (const WheelSettings &inSettings) | 
| Constructor / destructor.  More... | |
| virtual | ~Wheel ()=default | 
| const WheelSettings * | GetSettings () const | 
| Get settings for the wheel.  More... | |
| float | GetAngularVelocity () const | 
| Get the angular velocity (rad/s) for this wheel, note that positive means the wheel is rotating such that the car moves forward.  More... | |
| void | SetAngularVelocity (float inVel) | 
| Update the angular velocity (rad/s)  More... | |
| float | GetRotationAngle () const | 
| Get the current rotation angle of the wheel in radians [0, 2 pi].  More... | |
| void | SetRotationAngle (float inAngle) | 
| Set the current rotation angle of the wheel in radians [0, 2 pi].  More... | |
| float | GetSteerAngle () const | 
| Get the current steer angle of the wheel in radians [-pi, pi], positive is to the left.  More... | |
| void | SetSteerAngle (float inAngle) | 
| Set the current steer angle of the wheel in radians [-pi, pi].  More... | |
| bool | HasContact () const | 
| Returns true if the wheel is touching an object.  More... | |
| BodyID | GetContactBodyID () const | 
| Returns the body ID of the body that this wheel is touching.  More... | |
| SubShapeID | GetContactSubShapeID () const | 
| Returns the sub shape ID where we're contacting the body.  More... | |
| RVec3 | GetContactPosition () const | 
| Returns the current contact position in world space (note by the time you call this the vehicle has moved)  More... | |
| Vec3 | GetContactPointVelocity () const | 
| Velocity of the contact point (m / s, not relative to the wheel but in world space)  More... | |
| Vec3 | GetContactNormal () const | 
| Returns the current contact mormal in world space (note by the time you call this the vehicle has moved)  More... | |
| Vec3 | GetContactLongitudinal () const | 
| Returns longitudinal direction (direction along the wheel relative to floor) in world space (note by the time you call this the vehicle has moved)  More... | |
| Vec3 | GetContactLateral () const | 
| Returns lateral direction (sideways direction) in world space (note by the time you call this the vehicle has moved)  More... | |
| float | GetSuspensionLength () const | 
| Get the length of the suspension for a wheel (m) relative to the suspension attachment point (hard point)  More... | |
| bool | HasHitHardPoint () const | 
| Check if the suspension hit its upper limit.  More... | |
| float | GetSuspensionLambda () const | 
| Get the total impulse (N s) that was applied by the suspension.  More... | |
| float | GetLongitudinalLambda () const | 
| Get total impulse (N s) applied along the forward direction of the wheel.  More... | |
| float | GetLateralLambda () const | 
| Get total impulse (N s) applied along the sideways direction of the wheel.  More... | |
| bool | SolveLongitudinalConstraintPart (const VehicleConstraint &inConstraint, float inMinImpulse, float inMaxImpulse) | 
| Internal function that should only be called by the controller. Used to apply impulses in the forward direction of the vehicle.  More... | |
| bool | SolveLateralConstraintPart (const VehicleConstraint &inConstraint, float inMinImpulse, float inMaxImpulse) | 
| Internal function that should only be called by the controller. Used to apply impulses in the sideways direction of the vehicle.  More... | |
|  Public Member Functions inherited from NonCopyable | |
| NonCopyable ()=default | |
| NonCopyable (const NonCopyable &)=delete | |
| void | operator= (const NonCopyable &)=delete | 
| Protected Attributes | |
| RefConst< WheelSettings > | mSettings | 
| Configuration settings for this wheel.  More... | |
| BodyID | mContactBodyID | 
| ID of body for ground.  More... | |
| SubShapeID | mContactSubShapeID | 
| Sub shape ID for ground.  More... | |
| Body * | mContactBody = nullptr | 
| Body for ground.  More... | |
| float | mSuspensionLength | 
| Current length of the suspension.  More... | |
| RVec3 | mContactPosition | 
| Position of the contact point between wheel and ground.  More... | |
| Vec3 | mContactPointVelocity | 
| Velocity of the contact point (m / s, not relative to the wheel but in world space)  More... | |
| Vec3 | mContactNormal | 
| Normal of the contact point between wheel and ground.  More... | |
| Vec3 | mContactLongitudinal | 
| Vector perpendicular to normal in the forward direction.  More... | |
| Vec3 | mContactLateral | 
| Vector perpendicular to normal and longitudinal direction in the right direction.  More... | |
| Real | mAxlePlaneConstant | 
| Constant for the contact plane of the axle, defined as ContactNormal . (WorldSpaceSuspensionPoint + SuspensionLength * WorldSpaceSuspensionDirection)  More... | |
| float | mAntiRollBarImpulse = 0.0f | 
| Amount of impulse applied to the suspension from the anti-rollbars.  More... | |
| float | mSteerAngle = 0.0f | 
| Rotation around the suspension direction, positive is to the left.  More... | |
| float | mAngularVelocity = 0.0f | 
| Rotation speed of wheel, positive when the wheels cause the vehicle to move forwards (rad/s)  More... | |
| float | mAngle = 0.0f | 
| Current rotation of the wheel (rad, [0, 2 pi])  More... | |
| AxisConstraintPart | mSuspensionPart | 
| Controls movement up/down along the contact normal.  More... | |
| AxisConstraintPart | mSuspensionMaxUpPart | 
| Adds a hard limit when reaching the minimal suspension length.  More... | |
| AxisConstraintPart | mLongitudinalPart | 
| Controls movement forward/backward.  More... | |
| AxisConstraintPart | mLateralPart | 
| Controls movement sideways (slip)  More... | |
| Friends | |
| class | VehicleConstraint | 
Base class for runtime data for a wheel, each VehicleController can implement a derived class of this.
| 
 | explicit | 
Constructor / destructor.
| 
 | virtualdefault | 
| 
 | inline | 
Get the angular velocity (rad/s) for this wheel, note that positive means the wheel is rotating such that the car moves forward.
| 
 | inline | 
Returns the body ID of the body that this wheel is touching.
| 
 | inline | 
Returns lateral direction (sideways direction) in world space (note by the time you call this the vehicle has moved)
| 
 | inline | 
Returns longitudinal direction (direction along the wheel relative to floor) in world space (note by the time you call this the vehicle has moved)
| 
 | inline | 
Returns the current contact mormal in world space (note by the time you call this the vehicle has moved)
| 
 | inline | 
Velocity of the contact point (m / s, not relative to the wheel but in world space)
| 
 | inline | 
Returns the current contact position in world space (note by the time you call this the vehicle has moved)
| 
 | inline | 
Returns the sub shape ID where we're contacting the body.
| 
 | inline | 
Get total impulse (N s) applied along the sideways direction of the wheel.
| 
 | inline | 
Get total impulse (N s) applied along the forward direction of the wheel.
| 
 | inline | 
Get the current rotation angle of the wheel in radians [0, 2 pi].
| 
 | inline | 
Get settings for the wheel.
| 
 | inline | 
Get the current steer angle of the wheel in radians [-pi, pi], positive is to the left.
| 
 | inline | 
Get the total impulse (N s) that was applied by the suspension.
| 
 | inline | 
Get the length of the suspension for a wheel (m) relative to the suspension attachment point (hard point)
| 
 | inline | 
Returns true if the wheel is touching an object.
| 
 | inline | 
Check if the suspension hit its upper limit.
| 
 | inline | 
Update the angular velocity (rad/s)
| 
 | inline | 
Set the current rotation angle of the wheel in radians [0, 2 pi].
| 
 | inline | 
Set the current steer angle of the wheel in radians [-pi, pi].
| bool Wheel::SolveLateralConstraintPart | ( | const VehicleConstraint & | inConstraint, | 
| float | inMinImpulse, | ||
| float | inMaxImpulse | ||
| ) | 
Internal function that should only be called by the controller. Used to apply impulses in the sideways direction of the vehicle.
| bool Wheel::SolveLongitudinalConstraintPart | ( | const VehicleConstraint & | inConstraint, | 
| float | inMinImpulse, | ||
| float | inMaxImpulse | ||
| ) | 
Internal function that should only be called by the controller. Used to apply impulses in the forward direction of the vehicle.
| 
 | friend | 
| 
 | protected | 
Current rotation of the wheel (rad, [0, 2 pi])
| 
 | protected | 
Rotation speed of wheel, positive when the wheels cause the vehicle to move forwards (rad/s)
| 
 | protected | 
Amount of impulse applied to the suspension from the anti-rollbars.
| 
 | protected | 
Constant for the contact plane of the axle, defined as ContactNormal . (WorldSpaceSuspensionPoint + SuspensionLength * WorldSpaceSuspensionDirection)
| 
 | protected | 
ID of body for ground.
| 
 | protected | 
Vector perpendicular to normal and longitudinal direction in the right direction.
| 
 | protected | 
Normal of the contact point between wheel and ground.
| 
 | protected | 
Velocity of the contact point (m / s, not relative to the wheel but in world space)
| 
 | protected | 
Position of the contact point between wheel and ground.
| 
 | protected | 
Sub shape ID for ground.
| 
 | protected | 
Controls movement sideways (slip)
| 
 | protected | 
Controls movement forward/backward.
| 
 | protected | 
Configuration settings for this wheel.
| 
 | protected | 
Rotation around the suspension direction, positive is to the left.
| 
 | protected | 
Current length of the suspension.
| 
 | protected | 
Adds a hard limit when reaching the minimal suspension length.
| 
 | protected | 
Controls movement up/down along the contact normal.