/// <summary> /// Constructor /// </summary> /// <param name="car"></param> /// <param name="pos"></param> /// <param name="axisUp"></param> /// <param name="spring"></param> /// <param name="travel"></param> /// <param name="inertia"></param> /// <param name="radius"></param> /// <param name="sideFriction"></param> /// <param name="fwdFriction"></param> /// <param name="damping"></param> /// <param name="numRays"></param> public void Setup(RollingVehicle 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.vehicle = 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(); }
/// <summary> /// Constructor /// </summary> /// <param name="car"></param> public Chassis(RollingVehicle car) { body = new ChassisBody(car); collisionSkin = new CollisionSkin(body); body.CollisionSkin = collisionSkin; float length = 6.0f; float width = 2.3f; float height = 1.6f; Vector3 min = new Vector3(-0.5f * length, 0.0f, -width * 0.5f); Vector3 max = new Vector3(0.5f * length, height, width * 0.5f); SetDims(min, max); }
/// <summary> /// Constructor /// </summary> /// <param name="car"></param> public ChassisBody(RollingVehicle car) { mCar = car; }
public RoverChassis(RollingVehicle veh) : base(veh) { }