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  78. <ul>
  79. <li class="navelem"><b>gameplay</b> </li>
  80. <li class="navelem"><a class="el" href="classgameplay_1_1_physics_vehicle.html">PhysicsVehicle</a> </li>
  81. </ul>
  82. </div>
  83. </div>
  84. <div class="header">
  85. <div class="summary">
  86. <a href="#pub-methods">Public Member Functions</a> &#124;
  87. <a href="#pro-methods">Protected Member Functions</a> </div>
  88. <div class="headertitle">
  89. <div class="title">gameplay::PhysicsVehicle Class Reference</div> </div>
  90. </div><!--header-->
  91. <div class="contents">
  92. <!-- doxytag: class="gameplay::PhysicsVehicle" --><!-- doxytag: inherits="gameplay::PhysicsCollisionObject" -->
  93. <p><code>#include &lt;PhysicsVehicle.h&gt;</code></p>
  94. <div class="dynheader">
  95. Inheritance diagram for gameplay::PhysicsVehicle:</div>
  96. <div class="dyncontent">
  97. <div class="center">
  98. <img src="classgameplay_1_1_physics_vehicle.png" usemap="#gameplay::PhysicsVehicle_map" alt=""/>
  99. <map id="gameplay::PhysicsVehicle_map" name="gameplay::PhysicsVehicle_map">
  100. <area href="classgameplay_1_1_physics_collision_object.html" alt="gameplay::PhysicsCollisionObject" shape="rect" coords="0,0,201,24"/>
  101. </map>
  102. </div></div>
  103. <p><a href="classgameplay_1_1_physics_vehicle-members.html">List of all members.</a></p>
  104. <table class="memberdecls">
  105. <tr><td colspan="2"><h2><a name="pub-methods"></a>
  106. Public Member Functions</h2></td></tr>
  107. <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_physics_collision_object.html#a99aa09f043883dcd33865cd582de463e">PhysicsCollisionObject::Type</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_vehicle.html#a787ac4de341777c2c717b70f41fde574">getType</a> () const </td></tr>
  108. <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_vehicle.html#aeaa41f6f945f64ecb5e3fc50b7ba1415">getRigidBody</a> () const </td></tr>
  109. <tr><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_vehicle.html#a4179b1f23f21ebd31fcb1847791fbed9">setEnabled</a> (bool enable)</td></tr>
  110. <tr><td class="memItemLeft" align="right" valign="top">unsigned int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_vehicle.html#a6e1dd16ffb53b5d1bb01933b2d021167">getWheelCount</a> () const </td></tr>
  111. <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_physics_vehicle_wheel.html">PhysicsVehicleWheel</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_vehicle.html#a12f584c1b670f4805cc91fba0f6456ac">getWheel</a> (unsigned int i)</td></tr>
  112. <tr><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_vehicle.html#a6534ad6c91b227fe5d25d9dc4a1a2642">addWheel</a> (<a class="el" href="classgameplay_1_1_physics_vehicle_wheel.html">PhysicsVehicleWheel</a> *wheel)</td></tr>
  113. <tr><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_vehicle.html#a497024669011eb8da86136e8cd5f289f">getSpeedKph</a> () const </td></tr>
  114. <tr><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_vehicle.html#a0dc9673b248708d998fc05f642f34637">getSpeedSmoothKph</a> () const </td></tr>
  115. <tr><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_vehicle.html#a76b7fc1c9ee0cc4641274a1e67b2284c">update</a> (float elapsedTime, float steering, float braking, float driving)</td></tr>
  116. <tr><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_vehicle.html#a03caf2b7efa8bd61c7395314f00f32bc">reset</a> ()</td></tr>
  117. <tr><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_vehicle.html#a70df0712939f675470a89b3282b1908f">getSteeringGain</a> () const </td></tr>
  118. <tr><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_vehicle.html#aa81e760311991b6f09b34aa181c5cad9">setSteeringGain</a> (float steeringGain)</td></tr>
  119. <tr><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_vehicle.html#afd89b04bebbeb893a43efda0e652032f">getBrakingForce</a> () const </td></tr>
  120. <tr><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_vehicle.html#a10cb75c7ef60e61f823ee7679bfc0265">setBrakingForce</a> (float brakingForce)</td></tr>
  121. <tr><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_vehicle.html#a221413f2d4cc3f648f6379b6249eee0c">getDrivingForce</a> () const </td></tr>
  122. <tr><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_vehicle.html#abced353ed88693804552943fd586b29e">setDrivingForce</a> (float drivingForce)</td></tr>
  123. <tr><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_vehicle.html#a88671de60c3c3ea7f23002012af94b85">getSteerdownSpeed</a> () const </td></tr>
  124. <tr><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_vehicle.html#ace622d3f34148adcc7055990e04693f8">getSteerdownGain</a> () const </td></tr>
  125. <tr><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_vehicle.html#ab2f97332964124952b37e501637bae0e">setSteerdown</a> (float steerdownSpeed, float steerdownGain)</td></tr>
  126. <tr><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_vehicle.html#ab86c45a82452086492aef52adb544660">getBrakedownStart</a> () const </td></tr>
  127. <tr><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_vehicle.html#a09ce2f8a717eb7a5880aae968ffe6334">getBrakedownFull</a> () const </td></tr>
  128. <tr><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_vehicle.html#aff11007ba41a8b03282d618f83fbd38a">setBrakedown</a> (float brakedownStart, float brakedownFull)</td></tr>
  129. <tr><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_vehicle.html#a92d498d527a0954862581db3ffb728c5">getDrivedownStart</a> () const </td></tr>
  130. <tr><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_vehicle.html#a44ae2e56c15871365e4701f46a872d37">getDrivedownFull</a> () const </td></tr>
  131. <tr><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_vehicle.html#a6fe4c05b3b71ee04cde2b11dce518f01">setDrivedown</a> (float drivedownStart, float drivedownFull)</td></tr>
  132. <tr><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_vehicle.html#a210128972ed5ac741a9e4cc6ed970703">getBoostSpeed</a> () const </td></tr>
  133. <tr><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_vehicle.html#a03be8e5e689b7d80c9be693f140b7ebc">getBoostGain</a> () const </td></tr>
  134. <tr><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_vehicle.html#af39d0947ac86479d823d07ea3981309e">setBoost</a> (float boostSpeed, float boostGain)</td></tr>
  135. <tr><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_vehicle.html#a2ed7a41d56fe1bc74c0b04452bf60cdc">getDownforce</a> () const </td></tr>
  136. <tr><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_vehicle.html#ae8d61cd6f0a83a304f5f873e0640c7a7">setDownforce</a> (float downforce)</td></tr>
  137. <tr><td colspan="2"><h2><a name="pro-methods"></a>
  138. Protected Member Functions</h2></td></tr>
  139. <tr><td class="memItemLeft" align="right" valign="top">btCollisionObject *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_vehicle.html#aa180111dc79ff8a25094f2b83ffeb9a2">getCollisionObject</a> () const </td></tr>
  140. </table>
  141. <hr/><a name="details" id="details"></a><h2>Detailed Description</h2>
  142. <div class="textblock"><p>Defines a class for vehicle physics.</p>
  143. <p>In addition to its own properties defined below, a vehicle has available to it all of the properties of a rigid body such as shape, mass, friction, etc which correspond to the vehicle body:</p>
  144. <dl class="see"><dt><b>See also:</b></dt><dd><a href="http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-Collision_Objects">http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-Collision_Objects</a> </dd></dl>
  145. </div><hr/><h2>Member Function Documentation</h2>
  146. <a class="anchor" id="a6534ad6c91b227fe5d25d9dc4a1a2642"></a><!-- doxytag: member="gameplay::PhysicsVehicle::addWheel" ref="a6534ad6c91b227fe5d25d9dc4a1a2642" args="(PhysicsVehicleWheel *wheel)" -->
  147. <div class="memitem">
  148. <div class="memproto">
  149. <table class="memname">
  150. <tr>
  151. <td class="memname">void <a class="el" href="classgameplay_1_1_physics_vehicle.html#a6534ad6c91b227fe5d25d9dc4a1a2642">gameplay::PhysicsVehicle::addWheel</a> </td>
  152. <td>(</td>
  153. <td class="paramtype"><a class="el" href="classgameplay_1_1_physics_vehicle_wheel.html">PhysicsVehicleWheel</a> *&#160;</td>
  154. <td class="paramname"><em>wheel</em></td><td>)</td>
  155. <td></td>
  156. </tr>
  157. </table>
  158. </div>
  159. <div class="memdoc">
  160. <p>Permanently adds a wheel to this vehicle.</p>
  161. <dl class="params"><dt><b>Parameters:</b></dt><dd>
  162. <table class="params">
  163. <tr><td class="paramname">wheel</td><td>the wheel to add. </td></tr>
  164. </table>
  165. </dd>
  166. </dl>
  167. </div>
  168. </div>
  169. <a class="anchor" id="a03be8e5e689b7d80c9be693f140b7ebc"></a><!-- doxytag: member="gameplay::PhysicsVehicle::getBoostGain" ref="a03be8e5e689b7d80c9be693f140b7ebc" args="() const " -->
  170. <div class="memitem">
  171. <div class="memproto">
  172. <table class="memname">
  173. <tr>
  174. <td class="memname">float <a class="el" href="classgameplay_1_1_physics_vehicle.html#a03be8e5e689b7d80c9be693f140b7ebc">gameplay::PhysicsVehicle::getBoostGain</a> </td>
  175. <td>(</td>
  176. <td class="paramname"></td><td>)</td>
  177. <td> const</td>
  178. </tr>
  179. </table>
  180. </div>
  181. <div class="memdoc">
  182. <p>Returns boost gain at zero speed, typically greater than 1. Driving force is boosted by this factor at zero speed, and that factor fades linearly with speed reaching 1 at a specified speed.</p>
  183. <dl class="return"><dt><b>Returns:</b></dt><dd>boost gain at zero speed. </dd></dl>
  184. </div>
  185. </div>
  186. <a class="anchor" id="a210128972ed5ac741a9e4cc6ed970703"></a><!-- doxytag: member="gameplay::PhysicsVehicle::getBoostSpeed" ref="a210128972ed5ac741a9e4cc6ed970703" args="() const " -->
  187. <div class="memitem">
  188. <div class="memproto">
  189. <table class="memname">
  190. <tr>
  191. <td class="memname">float <a class="el" href="classgameplay_1_1_physics_vehicle.html#a210128972ed5ac741a9e4cc6ed970703">gameplay::PhysicsVehicle::getBoostSpeed</a> </td>
  192. <td>(</td>
  193. <td class="paramname"></td><td>)</td>
  194. <td> const</td>
  195. </tr>
  196. </table>
  197. </div>
  198. <div class="memdoc">
  199. <p>Returns upper limit of low-speed boost effect, in km/h. Driving force is boosted by a specified factor at zero speed, and that factor fades linearly with speed reaching 1 at this speed.</p>
  200. <dl class="return"><dt><b>Returns:</b></dt><dd>upper limit of low-speed boost effect, in km/h. </dd></dl>
  201. </div>
  202. </div>
  203. <a class="anchor" id="a09ce2f8a717eb7a5880aae968ffe6334"></a><!-- doxytag: member="gameplay::PhysicsVehicle::getBrakedownFull" ref="a09ce2f8a717eb7a5880aae968ffe6334" args="() const " -->
  204. <div class="memitem">
  205. <div class="memproto">
  206. <table class="memname">
  207. <tr>
  208. <td class="memname">float <a class="el" href="classgameplay_1_1_physics_vehicle.html#a09ce2f8a717eb7a5880aae968ffe6334">gameplay::PhysicsVehicle::getBrakedownFull</a> </td>
  209. <td>(</td>
  210. <td class="paramname"></td><td>)</td>
  211. <td> const</td>
  212. </tr>
  213. </table>
  214. </div>
  215. <div class="memdoc">
  216. <p>Returns speed where braking is fully faded, in km/h. This speed is typically greater than the brakedownStart speed.</p>
  217. <dl class="return"><dt><b>Returns:</b></dt><dd>speed where braking is fully faded, in km/h. </dd></dl>
  218. </div>
  219. </div>
  220. <a class="anchor" id="ab86c45a82452086492aef52adb544660"></a><!-- doxytag: member="gameplay::PhysicsVehicle::getBrakedownStart" ref="ab86c45a82452086492aef52adb544660" args="() const " -->
  221. <div class="memitem">
  222. <div class="memproto">
  223. <table class="memname">
  224. <tr>
  225. <td class="memname">float <a class="el" href="classgameplay_1_1_physics_vehicle.html#ab86c45a82452086492aef52adb544660">gameplay::PhysicsVehicle::getBrakedownStart</a> </td>
  226. <td>(</td>
  227. <td class="paramname"></td><td>)</td>
  228. <td> const</td>
  229. </tr>
  230. </table>
  231. </div>
  232. <div class="memdoc">
  233. <p>Returns speed where braking starts to fade, in km/h.</p>
  234. <dl class="return"><dt><b>Returns:</b></dt><dd>speed where braking starts to fade, in km/h. </dd></dl>
  235. </div>
  236. </div>
  237. <a class="anchor" id="afd89b04bebbeb893a43efda0e652032f"></a><!-- doxytag: member="gameplay::PhysicsVehicle::getBrakingForce" ref="afd89b04bebbeb893a43efda0e652032f" args="() const " -->
  238. <div class="memitem">
  239. <div class="memproto">
  240. <table class="memname">
  241. <tr>
  242. <td class="memname">float <a class="el" href="classgameplay_1_1_physics_vehicle.html#afd89b04bebbeb893a43efda0e652032f">gameplay::PhysicsVehicle::getBrakingForce</a> </td>
  243. <td>(</td>
  244. <td class="paramname"></td><td>)</td>
  245. <td> const</td>
  246. </tr>
  247. </table>
  248. </div>
  249. <div class="memdoc">
  250. <p>Gets braking force at full braking.</p>
  251. <dl class="return"><dt><b>Returns:</b></dt><dd>braking force at full braking. </dd></dl>
  252. </div>
  253. </div>
  254. <a class="anchor" id="aa180111dc79ff8a25094f2b83ffeb9a2"></a><!-- doxytag: member="gameplay::PhysicsVehicle::getCollisionObject" ref="aa180111dc79ff8a25094f2b83ffeb9a2" args="() const " -->
  255. <div class="memitem">
  256. <div class="memproto">
  257. <table class="memname">
  258. <tr>
  259. <td class="memname">btCollisionObject* <a class="el" href="classgameplay_1_1_physics_vehicle.html#aa180111dc79ff8a25094f2b83ffeb9a2">gameplay::PhysicsVehicle::getCollisionObject</a> </td>
  260. <td>(</td>
  261. <td class="paramname"></td><td>)</td>
  262. <td> const<code> [protected, virtual]</code></td>
  263. </tr>
  264. </table>
  265. </div>
  266. <div class="memdoc">
  267. <dl class="see"><dt><b>See also:</b></dt><dd><a class="el" href="classgameplay_1_1_physics_collision_object.html#a6b73ee70151c9d46e58620660347aede">PhysicsCollisionObject::getCollisionObject</a> </dd></dl>
  268. <p>Implements <a class="el" href="classgameplay_1_1_physics_collision_object.html#a6b73ee70151c9d46e58620660347aede">gameplay::PhysicsCollisionObject</a>.</p>
  269. </div>
  270. </div>
  271. <a class="anchor" id="a2ed7a41d56fe1bc74c0b04452bf60cdc"></a><!-- doxytag: member="gameplay::PhysicsVehicle::getDownforce" ref="a2ed7a41d56fe1bc74c0b04452bf60cdc" args="() const " -->
  272. <div class="memitem">
  273. <div class="memproto">
  274. <table class="memname">
  275. <tr>
  276. <td class="memname">float <a class="el" href="classgameplay_1_1_physics_vehicle.html#a2ed7a41d56fe1bc74c0b04452bf60cdc">gameplay::PhysicsVehicle::getDownforce</a> </td>
  277. <td>(</td>
  278. <td class="paramname"></td><td>)</td>
  279. <td> const</td>
  280. </tr>
  281. </table>
  282. </div>
  283. <div class="memdoc">
  284. <p>Returns the lumped constant that controls aerodynamic downforce. Technically speaking, this constant lumps together the reference area and the down-force coefficient, and is in world-units squared. The actual aerodynamic down-force is calculated as a function of current speed, and is proportional to this constant.</p>
  285. <dl class="return"><dt><b>Returns:</b></dt><dd>the lumped constant that controls aerodynamic downforce. </dd></dl>
  286. </div>
  287. </div>
  288. <a class="anchor" id="a44ae2e56c15871365e4701f46a872d37"></a><!-- doxytag: member="gameplay::PhysicsVehicle::getDrivedownFull" ref="a44ae2e56c15871365e4701f46a872d37" args="() const " -->
  289. <div class="memitem">
  290. <div class="memproto">
  291. <table class="memname">
  292. <tr>
  293. <td class="memname">float <a class="el" href="classgameplay_1_1_physics_vehicle.html#a44ae2e56c15871365e4701f46a872d37">gameplay::PhysicsVehicle::getDrivedownFull</a> </td>
  294. <td>(</td>
  295. <td class="paramname"></td><td>)</td>
  296. <td> const</td>
  297. </tr>
  298. </table>
  299. </div>
  300. <div class="memdoc">
  301. <p>Returns speed where driving force is fully faded, in km/h. This speed is typically greater than the drivedownStart speed.</p>
  302. <dl class="return"><dt><b>Returns:</b></dt><dd>speed where driving force is fully faded, in km/h. </dd></dl>
  303. </div>
  304. </div>
  305. <a class="anchor" id="a92d498d527a0954862581db3ffb728c5"></a><!-- doxytag: member="gameplay::PhysicsVehicle::getDrivedownStart" ref="a92d498d527a0954862581db3ffb728c5" args="() const " -->
  306. <div class="memitem">
  307. <div class="memproto">
  308. <table class="memname">
  309. <tr>
  310. <td class="memname">float <a class="el" href="classgameplay_1_1_physics_vehicle.html#a92d498d527a0954862581db3ffb728c5">gameplay::PhysicsVehicle::getDrivedownStart</a> </td>
  311. <td>(</td>
  312. <td class="paramname"></td><td>)</td>
  313. <td> const</td>
  314. </tr>
  315. </table>
  316. </div>
  317. <div class="memdoc">
  318. <p>Returns speed where driving force starts to fade, in km/h.</p>
  319. <dl class="return"><dt><b>Returns:</b></dt><dd>speed where driving force starts to fade, in km/h. </dd></dl>
  320. </div>
  321. </div>
  322. <a class="anchor" id="a221413f2d4cc3f648f6379b6249eee0c"></a><!-- doxytag: member="gameplay::PhysicsVehicle::getDrivingForce" ref="a221413f2d4cc3f648f6379b6249eee0c" args="() const " -->
  323. <div class="memitem">
  324. <div class="memproto">
  325. <table class="memname">
  326. <tr>
  327. <td class="memname">float <a class="el" href="classgameplay_1_1_physics_vehicle.html#a221413f2d4cc3f648f6379b6249eee0c">gameplay::PhysicsVehicle::getDrivingForce</a> </td>
  328. <td>(</td>
  329. <td class="paramname"></td><td>)</td>
  330. <td> const</td>
  331. </tr>
  332. </table>
  333. </div>
  334. <div class="memdoc">
  335. <p>Gets driving force at full throttle.</p>
  336. <dl class="return"><dt><b>Returns:</b></dt><dd>driving force at full throttle. </dd></dl>
  337. </div>
  338. </div>
  339. <a class="anchor" id="aeaa41f6f945f64ecb5e3fc50b7ba1415"></a><!-- doxytag: member="gameplay::PhysicsVehicle::getRigidBody" ref="aeaa41f6f945f64ecb5e3fc50b7ba1415" args="() const " -->
  340. <div class="memitem">
  341. <div class="memproto">
  342. <table class="memname">
  343. <tr>
  344. <td class="memname"><a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a>* <a class="el" href="classgameplay_1_1_physics_vehicle.html#aeaa41f6f945f64ecb5e3fc50b7ba1415">gameplay::PhysicsVehicle::getRigidBody</a> </td>
  345. <td>(</td>
  346. <td class="paramname"></td><td>)</td>
  347. <td> const</td>
  348. </tr>
  349. </table>
  350. </div>
  351. <div class="memdoc">
  352. <p>Returns the rigid body associated with this vehicle. </p>
  353. </div>
  354. </div>
  355. <a class="anchor" id="a497024669011eb8da86136e8cd5f289f"></a><!-- doxytag: member="gameplay::PhysicsVehicle::getSpeedKph" ref="a497024669011eb8da86136e8cd5f289f" args="() const " -->
  356. <div class="memitem">
  357. <div class="memproto">
  358. <table class="memname">
  359. <tr>
  360. <td class="memname">float <a class="el" href="classgameplay_1_1_physics_vehicle.html#a497024669011eb8da86136e8cd5f289f">gameplay::PhysicsVehicle::getSpeedKph</a> </td>
  361. <td>(</td>
  362. <td class="paramname"></td><td>)</td>
  363. <td> const</td>
  364. </tr>
  365. </table>
  366. </div>
  367. <div class="memdoc">
  368. <p>Gets an indication of vehicle speed in kilometers per hour. </p>
  369. </div>
  370. </div>
  371. <a class="anchor" id="a0dc9673b248708d998fc05f642f34637"></a><!-- doxytag: member="gameplay::PhysicsVehicle::getSpeedSmoothKph" ref="a0dc9673b248708d998fc05f642f34637" args="() const " -->
  372. <div class="memitem">
  373. <div class="memproto">
  374. <table class="memname">
  375. <tr>
  376. <td class="memname">float <a class="el" href="classgameplay_1_1_physics_vehicle.html#a0dc9673b248708d998fc05f642f34637">gameplay::PhysicsVehicle::getSpeedSmoothKph</a> </td>
  377. <td>(</td>
  378. <td class="paramname"></td><td>)</td>
  379. <td> const</td>
  380. </tr>
  381. </table>
  382. </div>
  383. <div class="memdoc">
  384. <p>Gets a lagged version of vehicle speed in kilometers per hour, for example that might be used to control engine sounds. </p>
  385. </div>
  386. </div>
  387. <a class="anchor" id="ace622d3f34148adcc7055990e04693f8"></a><!-- doxytag: member="gameplay::PhysicsVehicle::getSteerdownGain" ref="ace622d3f34148adcc7055990e04693f8" args="() const " -->
  388. <div class="memitem">
  389. <div class="memproto">
  390. <table class="memname">
  391. <tr>
  392. <td class="memname">float <a class="el" href="classgameplay_1_1_physics_vehicle.html#ace622d3f34148adcc7055990e04693f8">gameplay::PhysicsVehicle::getSteerdownGain</a> </td>
  393. <td>(</td>
  394. <td class="paramname"></td><td>)</td>
  395. <td> const</td>
  396. </tr>
  397. </table>
  398. </div>
  399. <div class="memdoc">
  400. <p>Returns gain at the point of reduced steering, typically less than 1. A point of reduced steering is defined by speed and gain. Steering authority will reduce linearly with speed up to this point, and remain constant above that.</p>
  401. <dl class="return"><dt><b>Returns:</b></dt><dd>gain at the point of reduced steering. </dd></dl>
  402. </div>
  403. </div>
  404. <a class="anchor" id="a88671de60c3c3ea7f23002012af94b85"></a><!-- doxytag: member="gameplay::PhysicsVehicle::getSteerdownSpeed" ref="a88671de60c3c3ea7f23002012af94b85" args="() const " -->
  405. <div class="memitem">
  406. <div class="memproto">
  407. <table class="memname">
  408. <tr>
  409. <td class="memname">float <a class="el" href="classgameplay_1_1_physics_vehicle.html#a88671de60c3c3ea7f23002012af94b85">gameplay::PhysicsVehicle::getSteerdownSpeed</a> </td>
  410. <td>(</td>
  411. <td class="paramname"></td><td>)</td>
  412. <td> const</td>
  413. </tr>
  414. </table>
  415. </div>
  416. <div class="memdoc">
  417. <p>Returns speed at the point of reduced steering, in km/h. A point of reduced steering is defined by speed and gain. Steering authority will reduce linearly with speed up to this point, and remain constant above that.</p>
  418. <dl class="return"><dt><b>Returns:</b></dt><dd>speed at the point of reduced steering, in km/h. </dd></dl>
  419. </div>
  420. </div>
  421. <a class="anchor" id="a70df0712939f675470a89b3282b1908f"></a><!-- doxytag: member="gameplay::PhysicsVehicle::getSteeringGain" ref="a70df0712939f675470a89b3282b1908f" args="() const " -->
  422. <div class="memitem">
  423. <div class="memproto">
  424. <table class="memname">
  425. <tr>
  426. <td class="memname">float <a class="el" href="classgameplay_1_1_physics_vehicle.html#a70df0712939f675470a89b3282b1908f">gameplay::PhysicsVehicle::getSteeringGain</a> </td>
  427. <td>(</td>
  428. <td class="paramname"></td><td>)</td>
  429. <td> const</td>
  430. </tr>
  431. </table>
  432. </div>
  433. <div class="memdoc">
  434. <p>Gets steering gain at full deflection.</p>
  435. <dl class="return"><dt><b>Returns:</b></dt><dd>steering gain at full deflection. </dd></dl>
  436. </div>
  437. </div>
  438. <a class="anchor" id="a787ac4de341777c2c717b70f41fde574"></a><!-- doxytag: member="gameplay::PhysicsVehicle::getType" ref="a787ac4de341777c2c717b70f41fde574" args="() const " -->
  439. <div class="memitem">
  440. <div class="memproto">
  441. <table class="memname">
  442. <tr>
  443. <td class="memname"><a class="el" href="classgameplay_1_1_physics_collision_object.html#a99aa09f043883dcd33865cd582de463e">PhysicsCollisionObject::Type</a> <a class="el" href="classgameplay_1_1_physics_vehicle.html#a787ac4de341777c2c717b70f41fde574">gameplay::PhysicsVehicle::getType</a> </td>
  444. <td>(</td>
  445. <td class="paramname"></td><td>)</td>
  446. <td> const<code> [virtual]</code></td>
  447. </tr>
  448. </table>
  449. </div>
  450. <div class="memdoc">
  451. <dl class="see"><dt><b>See also:</b></dt><dd><a class="el" href="classgameplay_1_1_physics_collision_object.html#a233b0ebcd96ddb3935bff0b9729bba58">PhysicsCollisionObject::getType</a> </dd></dl>
  452. <p>Implements <a class="el" href="classgameplay_1_1_physics_collision_object.html#a233b0ebcd96ddb3935bff0b9729bba58">gameplay::PhysicsCollisionObject</a>.</p>
  453. </div>
  454. </div>
  455. <a class="anchor" id="a12f584c1b670f4805cc91fba0f6456ac"></a><!-- doxytag: member="gameplay::PhysicsVehicle::getWheel" ref="a12f584c1b670f4805cc91fba0f6456ac" args="(unsigned int i)" -->
  456. <div class="memitem">
  457. <div class="memproto">
  458. <table class="memname">
  459. <tr>
  460. <td class="memname"><a class="el" href="classgameplay_1_1_physics_vehicle_wheel.html">PhysicsVehicleWheel</a>* <a class="el" href="classgameplay_1_1_physics_vehicle.html#a12f584c1b670f4805cc91fba0f6456ac">gameplay::PhysicsVehicle::getWheel</a> </td>
  461. <td>(</td>
  462. <td class="paramtype">unsigned int&#160;</td>
  463. <td class="paramname"><em>i</em></td><td>)</td>
  464. <td></td>
  465. </tr>
  466. </table>
  467. </div>
  468. <div class="memdoc">
  469. <p>Gets the wheel at the specified index.</p>
  470. <dl class="params"><dt><b>Parameters:</b></dt><dd>
  471. <table class="params">
  472. <tr><td class="paramname">i</td><td>index of wheel. </td></tr>
  473. </table>
  474. </dd>
  475. </dl>
  476. <dl class="return"><dt><b>Returns:</b></dt><dd>the wheel at the specified index. </dd></dl>
  477. </div>
  478. </div>
  479. <a class="anchor" id="a6e1dd16ffb53b5d1bb01933b2d021167"></a><!-- doxytag: member="gameplay::PhysicsVehicle::getWheelCount" ref="a6e1dd16ffb53b5d1bb01933b2d021167" args="() const " -->
  480. <div class="memitem">
  481. <div class="memproto">
  482. <table class="memname">
  483. <tr>
  484. <td class="memname">unsigned int <a class="el" href="classgameplay_1_1_physics_vehicle.html#a6e1dd16ffb53b5d1bb01933b2d021167">gameplay::PhysicsVehicle::getWheelCount</a> </td>
  485. <td>(</td>
  486. <td class="paramname"></td><td>)</td>
  487. <td> const</td>
  488. </tr>
  489. </table>
  490. </div>
  491. <div class="memdoc">
  492. <p>Gets the number of wheels on this vehicle.</p>
  493. <dl class="return"><dt><b>Returns:</b></dt><dd>the number of wheels on this vehicle. </dd></dl>
  494. </div>
  495. </div>
  496. <a class="anchor" id="a03caf2b7efa8bd61c7395314f00f32bc"></a><!-- doxytag: member="gameplay::PhysicsVehicle::reset" ref="a03caf2b7efa8bd61c7395314f00f32bc" args="()" -->
  497. <div class="memitem">
  498. <div class="memproto">
  499. <table class="memname">
  500. <tr>
  501. <td class="memname">void <a class="el" href="classgameplay_1_1_physics_vehicle.html#a03caf2b7efa8bd61c7395314f00f32bc">gameplay::PhysicsVehicle::reset</a> </td>
  502. <td>(</td>
  503. <td class="paramname"></td><td>)</td>
  504. <td></td>
  505. </tr>
  506. </table>
  507. </div>
  508. <div class="memdoc">
  509. <p>Resets the vehicle's state, for example in preparation for a reposition. </p>
  510. </div>
  511. </div>
  512. <a class="anchor" id="af39d0947ac86479d823d07ea3981309e"></a><!-- doxytag: member="gameplay::PhysicsVehicle::setBoost" ref="af39d0947ac86479d823d07ea3981309e" args="(float boostSpeed, float boostGain)" -->
  513. <div class="memitem">
  514. <div class="memproto">
  515. <table class="memname">
  516. <tr>
  517. <td class="memname">void <a class="el" href="classgameplay_1_1_physics_vehicle.html#af39d0947ac86479d823d07ea3981309e">gameplay::PhysicsVehicle::setBoost</a> </td>
  518. <td>(</td>
  519. <td class="paramtype">float&#160;</td>
  520. <td class="paramname"><em>boostSpeed</em>, </td>
  521. </tr>
  522. <tr>
  523. <td class="paramkey"></td>
  524. <td></td>
  525. <td class="paramtype">float&#160;</td>
  526. <td class="paramname"><em>boostGain</em>&#160;</td>
  527. </tr>
  528. <tr>
  529. <td></td>
  530. <td>)</td>
  531. <td></td><td></td>
  532. </tr>
  533. </table>
  534. </div>
  535. <div class="memdoc">
  536. <p>Sets parameters that define low-speed boost of the driving force. Driving force is boosted by the specified factor at zero speed, and that factor fades linearly with speed reaching 1 at the specified speed.</p>
  537. <dl class="params"><dt><b>Parameters:</b></dt><dd>
  538. <table class="params">
  539. <tr><td class="paramname">boostSpeed</td><td>upper limit of low-speed boost effect, in km/h. </td></tr>
  540. <tr><td class="paramname">boostGain</td><td>boost gain at zero speed, typically greater than 1. A gain of 1 will effectively disable the feature. </td></tr>
  541. </table>
  542. </dd>
  543. </dl>
  544. </div>
  545. </div>
  546. <a class="anchor" id="aff11007ba41a8b03282d618f83fbd38a"></a><!-- doxytag: member="gameplay::PhysicsVehicle::setBrakedown" ref="aff11007ba41a8b03282d618f83fbd38a" args="(float brakedownStart, float brakedownFull)" -->
  547. <div class="memitem">
  548. <div class="memproto">
  549. <table class="memname">
  550. <tr>
  551. <td class="memname">void <a class="el" href="classgameplay_1_1_physics_vehicle.html#aff11007ba41a8b03282d618f83fbd38a">gameplay::PhysicsVehicle::setBrakedown</a> </td>
  552. <td>(</td>
  553. <td class="paramtype">float&#160;</td>
  554. <td class="paramname"><em>brakedownStart</em>, </td>
  555. </tr>
  556. <tr>
  557. <td class="paramkey"></td>
  558. <td></td>
  559. <td class="paramtype">float&#160;</td>
  560. <td class="paramname"><em>brakedownFull</em>&#160;</td>
  561. </tr>
  562. <tr>
  563. <td></td>
  564. <td>)</td>
  565. <td></td><td></td>
  566. </tr>
  567. </table>
  568. </div>
  569. <div class="memdoc">
  570. <p>Sets points that control fade of brake force with speed, in km/h.</p>
  571. <dl class="params"><dt><b>Parameters:</b></dt><dd>
  572. <table class="params">
  573. <tr><td class="paramname">brakedownStart</td><td>braking fades above this speed. A very large value will effectively disable the feature. </td></tr>
  574. <tr><td class="paramname">brakedownFull</td><td>braking is fully faded at this speed. This speed is typically greater than the brakedownStart speed. </td></tr>
  575. </table>
  576. </dd>
  577. </dl>
  578. </div>
  579. </div>
  580. <a class="anchor" id="a10cb75c7ef60e61f823ee7679bfc0265"></a><!-- doxytag: member="gameplay::PhysicsVehicle::setBrakingForce" ref="a10cb75c7ef60e61f823ee7679bfc0265" args="(float brakingForce)" -->
  581. <div class="memitem">
  582. <div class="memproto">
  583. <table class="memname">
  584. <tr>
  585. <td class="memname">void <a class="el" href="classgameplay_1_1_physics_vehicle.html#a10cb75c7ef60e61f823ee7679bfc0265">gameplay::PhysicsVehicle::setBrakingForce</a> </td>
  586. <td>(</td>
  587. <td class="paramtype">float&#160;</td>
  588. <td class="paramname"><em>brakingForce</em></td><td>)</td>
  589. <td></td>
  590. </tr>
  591. </table>
  592. </div>
  593. <div class="memdoc">
  594. <p>Sets braking force at full braking.</p>
  595. <dl class="params"><dt><b>Parameters:</b></dt><dd>
  596. <table class="params">
  597. <tr><td class="paramname">brakingForce</td><td>braking force at full braking. </td></tr>
  598. </table>
  599. </dd>
  600. </dl>
  601. </div>
  602. </div>
  603. <a class="anchor" id="ae8d61cd6f0a83a304f5f873e0640c7a7"></a><!-- doxytag: member="gameplay::PhysicsVehicle::setDownforce" ref="ae8d61cd6f0a83a304f5f873e0640c7a7" args="(float downforce)" -->
  604. <div class="memitem">
  605. <div class="memproto">
  606. <table class="memname">
  607. <tr>
  608. <td class="memname">void <a class="el" href="classgameplay_1_1_physics_vehicle.html#ae8d61cd6f0a83a304f5f873e0640c7a7">gameplay::PhysicsVehicle::setDownforce</a> </td>
  609. <td>(</td>
  610. <td class="paramtype">float&#160;</td>
  611. <td class="paramname"><em>downforce</em></td><td>)</td>
  612. <td></td>
  613. </tr>
  614. </table>
  615. </div>
  616. <div class="memdoc">
  617. <p>Sets the lumped constant that controls aerodynamic downforce. Technically speaking, this constant lumps together the reference area and the down-force coefficient, and is in world-units squared. The actual aerodynamic down-force is calculated as a function of current speed, and is proportional to this constant.</p>
  618. <dl class="params"><dt><b>Parameters:</b></dt><dd>
  619. <table class="params">
  620. <tr><td class="paramname">downforce</td><td>the lumped constant that controls aerodynamic downforce. A value of 0 will effectively disable this feature. </td></tr>
  621. </table>
  622. </dd>
  623. </dl>
  624. </div>
  625. </div>
  626. <a class="anchor" id="a6fe4c05b3b71ee04cde2b11dce518f01"></a><!-- doxytag: member="gameplay::PhysicsVehicle::setDrivedown" ref="a6fe4c05b3b71ee04cde2b11dce518f01" args="(float drivedownStart, float drivedownFull)" -->
  627. <div class="memitem">
  628. <div class="memproto">
  629. <table class="memname">
  630. <tr>
  631. <td class="memname">void <a class="el" href="classgameplay_1_1_physics_vehicle.html#a6fe4c05b3b71ee04cde2b11dce518f01">gameplay::PhysicsVehicle::setDrivedown</a> </td>
  632. <td>(</td>
  633. <td class="paramtype">float&#160;</td>
  634. <td class="paramname"><em>drivedownStart</em>, </td>
  635. </tr>
  636. <tr>
  637. <td class="paramkey"></td>
  638. <td></td>
  639. <td class="paramtype">float&#160;</td>
  640. <td class="paramname"><em>drivedownFull</em>&#160;</td>
  641. </tr>
  642. <tr>
  643. <td></td>
  644. <td>)</td>
  645. <td></td><td></td>
  646. </tr>
  647. </table>
  648. </div>
  649. <div class="memdoc">
  650. <p>Sets points that control fade of driving force with speed, in km/h.</p>
  651. <dl class="params"><dt><b>Parameters:</b></dt><dd>
  652. <table class="params">
  653. <tr><td class="paramname">drivedownStart</td><td>driving force fades above this speed. A very large value will effectively disable the feature. </td></tr>
  654. <tr><td class="paramname">drivedownFull</td><td>driving force is fully faded at this speed. This speed is typically greater than the drivedownStart speed. </td></tr>
  655. </table>
  656. </dd>
  657. </dl>
  658. </div>
  659. </div>
  660. <a class="anchor" id="abced353ed88693804552943fd586b29e"></a><!-- doxytag: member="gameplay::PhysicsVehicle::setDrivingForce" ref="abced353ed88693804552943fd586b29e" args="(float drivingForce)" -->
  661. <div class="memitem">
  662. <div class="memproto">
  663. <table class="memname">
  664. <tr>
  665. <td class="memname">void <a class="el" href="classgameplay_1_1_physics_vehicle.html#abced353ed88693804552943fd586b29e">gameplay::PhysicsVehicle::setDrivingForce</a> </td>
  666. <td>(</td>
  667. <td class="paramtype">float&#160;</td>
  668. <td class="paramname"><em>drivingForce</em></td><td>)</td>
  669. <td></td>
  670. </tr>
  671. </table>
  672. </div>
  673. <div class="memdoc">
  674. <p>Sets driving force at full throttle.</p>
  675. <dl class="params"><dt><b>Parameters:</b></dt><dd>
  676. <table class="params">
  677. <tr><td class="paramname">drivingForce</td><td>driving force at full throttle. </td></tr>
  678. </table>
  679. </dd>
  680. </dl>
  681. </div>
  682. </div>
  683. <a class="anchor" id="a4179b1f23f21ebd31fcb1847791fbed9"></a><!-- doxytag: member="gameplay::PhysicsVehicle::setEnabled" ref="a4179b1f23f21ebd31fcb1847791fbed9" args="(bool enable)" -->
  684. <div class="memitem">
  685. <div class="memproto">
  686. <table class="memname">
  687. <tr>
  688. <td class="memname">void <a class="el" href="classgameplay_1_1_physics_vehicle.html#a4179b1f23f21ebd31fcb1847791fbed9">gameplay::PhysicsVehicle::setEnabled</a> </td>
  689. <td>(</td>
  690. <td class="paramtype">bool&#160;</td>
  691. <td class="paramname"><em>enable</em></td><td>)</td>
  692. <td></td>
  693. </tr>
  694. </table>
  695. </div>
  696. <div class="memdoc">
  697. <p>Sets whether the associated rigid body is enabled or disabled in the physics world.</p>
  698. <dl class="params"><dt><b>Parameters:</b></dt><dd>
  699. <table class="params">
  700. <tr><td class="paramname">enable</td><td>true enables the collision object, false disables it. </td></tr>
  701. </table>
  702. </dd>
  703. </dl>
  704. <p>Reimplemented from <a class="el" href="classgameplay_1_1_physics_collision_object.html#a8f4aeab962d1a1f1db4039de8a84b3bc">gameplay::PhysicsCollisionObject</a>.</p>
  705. </div>
  706. </div>
  707. <a class="anchor" id="ab2f97332964124952b37e501637bae0e"></a><!-- doxytag: member="gameplay::PhysicsVehicle::setSteerdown" ref="ab2f97332964124952b37e501637bae0e" args="(float steerdownSpeed, float steerdownGain)" -->
  708. <div class="memitem">
  709. <div class="memproto">
  710. <table class="memname">
  711. <tr>
  712. <td class="memname">void <a class="el" href="classgameplay_1_1_physics_vehicle.html#ab2f97332964124952b37e501637bae0e">gameplay::PhysicsVehicle::setSteerdown</a> </td>
  713. <td>(</td>
  714. <td class="paramtype">float&#160;</td>
  715. <td class="paramname"><em>steerdownSpeed</em>, </td>
  716. </tr>
  717. <tr>
  718. <td class="paramkey"></td>
  719. <td></td>
  720. <td class="paramtype">float&#160;</td>
  721. <td class="paramname"><em>steerdownGain</em>&#160;</td>
  722. </tr>
  723. <tr>
  724. <td></td>
  725. <td>)</td>
  726. <td></td><td></td>
  727. </tr>
  728. </table>
  729. </div>
  730. <div class="memdoc">
  731. <p>Sets the point of reduced steering, defined by speed and gain. Typically the gain value is less than 1. Steering authority will reduce linearly with speed up to this point, and remain constant above that.</p>
  732. <dl class="params"><dt><b>Parameters:</b></dt><dd>
  733. <table class="params">
  734. <tr><td class="paramname">steerdownSpeed</td><td>speed at the point of reduced steering, in km/h. </td></tr>
  735. <tr><td class="paramname">steerdownGain</td><td>gain at the point of reduced steering. A gain of 1 will effectively disable the feature. </td></tr>
  736. </table>
  737. </dd>
  738. </dl>
  739. </div>
  740. </div>
  741. <a class="anchor" id="aa81e760311991b6f09b34aa181c5cad9"></a><!-- doxytag: member="gameplay::PhysicsVehicle::setSteeringGain" ref="aa81e760311991b6f09b34aa181c5cad9" args="(float steeringGain)" -->
  742. <div class="memitem">
  743. <div class="memproto">
  744. <table class="memname">
  745. <tr>
  746. <td class="memname">void <a class="el" href="classgameplay_1_1_physics_vehicle.html#aa81e760311991b6f09b34aa181c5cad9">gameplay::PhysicsVehicle::setSteeringGain</a> </td>
  747. <td>(</td>
  748. <td class="paramtype">float&#160;</td>
  749. <td class="paramname"><em>steeringGain</em></td><td>)</td>
  750. <td></td>
  751. </tr>
  752. </table>
  753. </div>
  754. <div class="memdoc">
  755. <p>Sets steering gain at full deflection.</p>
  756. <dl class="params"><dt><b>Parameters:</b></dt><dd>
  757. <table class="params">
  758. <tr><td class="paramname">steeringGain</td><td>steering gain at full deflection. </td></tr>
  759. </table>
  760. </dd>
  761. </dl>
  762. </div>
  763. </div>
  764. <a class="anchor" id="a76b7fc1c9ee0cc4641274a1e67b2284c"></a><!-- doxytag: member="gameplay::PhysicsVehicle::update" ref="a76b7fc1c9ee0cc4641274a1e67b2284c" args="(float elapsedTime, float steering, float braking, float driving)" -->
  765. <div class="memitem">
  766. <div class="memproto">
  767. <table class="memname">
  768. <tr>
  769. <td class="memname">void <a class="el" href="classgameplay_1_1_physics_vehicle.html#a76b7fc1c9ee0cc4641274a1e67b2284c">gameplay::PhysicsVehicle::update</a> </td>
  770. <td>(</td>
  771. <td class="paramtype">float&#160;</td>
  772. <td class="paramname"><em>elapsedTime</em>, </td>
  773. </tr>
  774. <tr>
  775. <td class="paramkey"></td>
  776. <td></td>
  777. <td class="paramtype">float&#160;</td>
  778. <td class="paramname"><em>steering</em>, </td>
  779. </tr>
  780. <tr>
  781. <td class="paramkey"></td>
  782. <td></td>
  783. <td class="paramtype">float&#160;</td>
  784. <td class="paramname"><em>braking</em>, </td>
  785. </tr>
  786. <tr>
  787. <td class="paramkey"></td>
  788. <td></td>
  789. <td class="paramtype">float&#160;</td>
  790. <td class="paramname"><em>driving</em>&#160;</td>
  791. </tr>
  792. <tr>
  793. <td></td>
  794. <td>)</td>
  795. <td></td><td></td>
  796. </tr>
  797. </table>
  798. </div>
  799. <div class="memdoc">
  800. <p>Updates the vehicle state using the specified normalized command inputs, and updates the transform on the visual node for each wheel.</p>
  801. <dl class="params"><dt><b>Parameters:</b></dt><dd>
  802. <table class="params">
  803. <tr><td class="paramname">elapsedTime</td><td>The elapsed game time. </td></tr>
  804. <tr><td class="paramname">steering</td><td>steering command (-1 to 1). </td></tr>
  805. <tr><td class="paramname">braking</td><td>braking command (0 to 1). </td></tr>
  806. <tr><td class="paramname">driving</td><td>net drivetrain command (0 to 1). </td></tr>
  807. </table>
  808. </dd>
  809. </dl>
  810. </div>
  811. </div>
  812. </div><!-- contents -->
  813. <!-- window showing the filter options -->
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