$#include "Physics/RaycastVehicle.h" class RaycastVehicle : public LogicComponent { RaycastVehicle(Urho3D::Context* context); ~RaycastVehicle(); static void RegisterObject(Context* context); virtual void ApplyAttributes(); void AddWheel(Node *wheelNode, Vector3 wheelDirection, Vector3 wheelAxle, float restLength, float wheelRadius, bool frontWheel); void ResetSuspension(void); void UpdateWheelTransform(int wheel, bool interpolated); void SetSteeringValue(int wheel, float steeringValue); void SetWheelSuspensionStiffness(int wheel, float stiffness); void SetWheelDampingRelaxation(int wheel, float damping); void SetWheelDampingCompression(int wheel, float compression); void SetWheelFrictionSlip(int wheel, float slip); void SetWheelRollInfluence(int wheel, float rollInfluence); void SetEngineForce(int wheel, float force); void SetBrake(int wheel, float force); void SetWheelRadius(int wheel, float wheelRadius); void ResetWheels(); void SetWheelRestLength(int wheel, float length); void SetWheelSkidInfo(int wheel, float factor); bool WheelIsGrounded(int wheel) const; void SetMaxSuspensionTravel(int wheel, float maxSuspensionTravel); void SetWheelDirection(int wheel, Vector3 direction); void SetWheelAxle(int wheel, Vector3 axle); void SetMaxSideSlipSpeed(float speed); void SetWheelSkidInfoCumulative(int wheel, float skid); void SetInAirRPM(float rpm); void Init(); Vector3 GetWheelPosition(int wheel); Quaternion GetWheelRotation(int wheel); Vector3 GetWheelConnectionPoint(int wheel); int GetNumWheels(); Node *GetWheelNode(int wheel); float GetSteeringValue(int wheel) const; float GetWheelSuspensionStiffness(int wheel) const; float GetWheelDampingRelaxation(int wheel) const; float GetWheelDampingCompression(int wheel) const; float GetWheelFrictionSlip(int wheel) const; float GetWheelRollInfluence(int wheel) const; float GetEngineForce(int wheel) const; float GetBrake(int wheel) const; float GetWheelRadius(int wheel) const; float GetWheelRestLength(int wheel) const; float GetWheelSkidInfo(int wheel) const; float GetMaxSuspensionTravel(int wheel); float GetWheelSideSlipSpeed(int wheel) const; float GetMaxSideSlipSpeed() const; float GetWheelSkidInfoCumulative(int wheel) const; Vector3 GetWheelDirection(int wheel) const; bool IsFrontWheel(int wheel) const; Vector3 GetWheelAxle(int wheel) const; Vector3 GetContactPosition(int wheel) const; Vector3 GetContactNormal(int wheel) const; float GetInAirRPM() const; };