コード例 #1
0
ファイル: Wheel.cs プロジェクト: suzuke/3DPhysics
        public void Setup(Car car,
                          Vector3 pos,    ///< position relative to car, in car's space
                          Vector3 axisUp, ///< in car's space
                          float spring,   ///< force per suspension offset
                          float travel,   ///< suspension travel upwards
                          float inertia,  ///< inertia about the axel
                          float radius,
                          float sideFriction,
                          float fwdFriction,
                          float damping,
                          int numRays)
        {
            this.car          = car;
            this.pos          = pos;
            this.axisUp       = axisUp;
            this.spring       = spring;
            this.travel       = travel;
            this.inertia      = inertia;
            this.radius       = radius;
            this.sideFriction = sideFriction;
            this.fwdFriction  = fwdFriction;
            this.damping      = damping;
            this.numRays      = numRays;

            pred = new WheelPred(car.Chassis.Body.CollisionSkin);

            Reset();
        }
コード例 #2
0
        public void Setup(Car car, Vector3 pos, Vector3 axisUp, float spring, float travel, float inertia, float radius, float sideFriction, float fwdFriction, float damping, int numRays)
        {
            _car          = car;
            Pos           = pos;
            LocalAxisUp   = axisUp;
            _spring       = spring;
            _travel       = travel;
            _inertia      = inertia;
            Radius        = radius;
            _sideFriction = sideFriction;
            _fwdFriction  = fwdFriction;
            _damping      = damping;
            _numRays      = numRays;

            _pred = new WheelPred(car.Chassis.Body.CollisionSkin);

            Reset();
        }
コード例 #3
0
ファイル: Wheel.cs プロジェクト: bradleat/trafps
        public void Setup(Car car,
            Vector3 pos, ///< position relative to car, in car's space
            Vector3 axisUp, ///< in car's space
            float spring,  ///< force per suspension offset
            float travel,  ///< suspension travel upwards
            float inertia, ///< inertia about the axel
            float radius,
            float sideFriction,
            float fwdFriction,
            float damping,
            int numRays)
        {
            this.car = car;
            this.pos = pos;
            this.axisUp = axisUp;
            this.spring = spring;
            this.travel = travel;
            this.inertia = inertia;
            this.radius = radius;
            this.sideFriction = sideFriction;
            this.fwdFriction = fwdFriction;
            this.damping = damping;
            this.numRays = numRays;

            pred = new WheelPred(car.Chassis.Body.CollisionSkin);

            Reset();
        }