class GearStrut

Actúa como un sólido rígido, pero sin masa.

Public Methods

[more] GearStrut()
[more] GearStrut(RigidBody* r, Object3D* o)
[more] ~GearStrut()
GearStrut(Vector3D pos,Vector3D dir);
[more]Vector3D GetForce(void) const
Returns the Force in Body axes
[more]Vector3D GetForcePos(void) const
Returns the contact point in Body axes
[more]Vector3D GetTorque(void) const
Returns the global Torque in Body axes
[more]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

[more]double lenght
compute forces and torques
[more]Vector3D Position
if it is rigid, the bar has a fixed lenght
[more]Vector3D Direction
[more]Quaternion quat
[more]Vector3D Force
Wheel* wheel;
[more]Vector3D ForcePos
[more]Vector3D Torque
[more]RigidBody* rbody
internal references to parent rigidbody and object
[more]Object3D* o3D
[more]Line3D* line

Private Methods

[more]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.
o GearStrut()

o GearStrut(RigidBody* r, Object3D* o)

o ~GearStrut()
GearStrut(Vector3D pos,Vector3D dir);

oVector3D GetForce(void) const
Returns the Force in Body axes

oVector3D GetForcePos(void) const
Returns the contact point in Body axes

oVector3D GetTorque(void) const
Returns the global Torque in Body axes

ovoid 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. Vector3D getGWheelPos(const Vector3D &pos, const Quaternion &q) const; Quaternion getGWheelQuat(const Quaternion &q) const;

odouble lenght
compute forces and torques

oVector3D Position
if it is rigid, the bar has a fixed lenght

oVector3D Direction

oQuaternion quat

oVector3D Force
Wheel* wheel;

oVector3D ForcePos

oVector3D Torque

oRigidBody* rbody
internal references to parent rigidbody and object

oObject3D* o3D

oLine3D* line

ovoid 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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