コード例 #1
0
        //--------------------------------------------------------------
        #region Creation & Cleanup
        //--------------------------------------------------------------

        /// <summary>
        /// Initializes a new instance of the <see cref="ConstraintWheel"/> class.
        /// </summary>
        public ConstraintWheel()
        {
            _radius = 0.4f;
            _suspensionRestLength = 0.6f;
            MinSuspensionLength   = float.NegativeInfinity;
            SuspensionLength      = SuspensionRestLength;
            SuspensionStiffness   = 100;
            SuspensionDamping     = 10;
            MaxSuspensionForce    = float.PositiveInfinity;
            RollingFrictionForce  = 500;
            Friction      = 1.1f;
            RollReduction = 0.3f;

            Vector3F rayOrigin    = Vector3F.Zero;
            Vector3F rayDirection = -Vector3F.UnitY;
            float    rayLength    = Radius + SuspensionRestLength;

            _ray = new RayShape(rayOrigin, rayDirection, rayLength)
            {
                StopsAtFirstHit = true,
            };
            CollisionObject = new CollisionObject(this);

            Constraint = new WheelConstraint(this);
        }
コード例 #2
0
    //--------------------------------------------------------------
    #region Creation & Cleanup
    //--------------------------------------------------------------

    /// <summary>
    /// Initializes a new instance of the <see cref="ConstraintWheel"/> class.
    /// </summary>
    public ConstraintWheel()
    {
      _radius = 0.4f;
      _suspensionRestLength = 0.6f;
      MinSuspensionLength = float.NegativeInfinity;
      SuspensionLength = SuspensionRestLength;
      SuspensionStiffness = 100;
      SuspensionDamping = 10;
      MaxSuspensionForce = float.PositiveInfinity;
      RollingFrictionForce = 500;
      Friction = 1.1f;
      RollReduction = 0.3f;

      Vector3F rayOrigin = Vector3F.Zero;
      Vector3F rayDirection = -Vector3F.UnitY;
      float rayLength = Radius + SuspensionRestLength;
      _ray = new RayShape(rayOrigin, rayDirection, rayLength)
      {
        StopsAtFirstHit = true,
      };
      CollisionObject = new CollisionObject(this);

      Constraint = new WheelConstraint(this);
    }