Actúa como un sólido rígido, pero sin masa.
Public Methods
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GearStrut()
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GearStrut(RigidBody* r, Object3D* o)
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~GearStrut()
- GearStrut(Vector3D pos,Vector3D dir);
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Vector3D GetForce(void) const
- Returns the Force in Body axes
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Vector3D GetForcePos(void) const
- Returns the contact point in Body axes
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Vector3D GetTorque(void) const
- Returns the global Torque in Body axes
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void Compute(const double dt)
- void setPosition(const Vector3D p) { GearStrut::Position=p;} void setDirection(const Vector3D d) { GearStrut::Direction=d;} Returns Wheel Position in Global axes.
Private Fields
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double lenght
- compute forces and torques
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Vector3D Position
- if it is rigid, the bar has a fixed lenght
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Vector3D Direction
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Quaternion quat
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Vector3D Force
- Wheel* wheel;
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Vector3D ForcePos
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Vector3D Torque
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RigidBody* rbody
- internal references to parent rigidbody and object
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Object3D* o3D
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Line3D* line
Private Methods
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void ComputeContact(const Vector3D &pos, const Quaternion &q)
- This computes collision with plane z=0.
Documentation
Actúa como un sólido rígido, pero sin masa.
Direction es la dirección en la que se orienta el amrtiguador y a lo largo de la cual se extiende o acorta.
Position es la posición respecto al objeto padre y el punto alrededor del que gira.
El giro/orientación del conjunto se controla con el Quaternion.
- GearStrut()
- GearStrut(RigidBody* r, Object3D* o)
- ~GearStrut()
- GearStrut(Vector3D pos,Vector3D dir);
- Vector3D GetForce(void) const
- Returns the Force in Body axes
- Vector3D GetForcePos(void) const
- Returns the contact point in Body axes
- Vector3D GetTorque(void) const
- Returns the global Torque in Body axes
- void Compute(const double dt)
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void setPosition(const Vector3D p) { GearStrut::Position=p;}
void setDirection(const Vector3D d) { GearStrut::Direction=d;}
Returns Wheel Position in Global axes.
Vector3D getGWheelPos(const Vector3D &pos, const Quaternion &q) const;
Quaternion getGWheelQuat(const Quaternion &q) const;
- double lenght
- compute forces and torques
- Vector3D Position
- if it is rigid, the bar has a fixed lenght
- Vector3D Direction
- Quaternion quat
- Vector3D Force
- Wheel* wheel;
- Vector3D ForcePos
- Vector3D Torque
- RigidBody* rbody
- internal references to parent rigidbody and object
- Object3D* o3D
- Line3D* line
- void ComputeContact(const Vector3D &pos, const Quaternion &q)
- This computes collision with plane z=0. Input: Position and orientation of Parent object.
- This class has no child classes.
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