#ifndef PHY_IVEHICLE_H #define PHY_IVEHICLE_H //PHY_IVehicle provides a generic interface for (raycast based) vehicles. Mostly targetting 4 wheel cars and 2 wheel motorbikes. class PHY_IMotionState; #include "PHY_DynamicTypes.h" class PHY_IVehicle { public: virtual ~PHY_IVehicle(); virtual void AddWheel( PHY_IMotionState* motionState, PHY__Vector3 connectionPoint, PHY__Vector3 downDirection, PHY__Vector3 axleDirection, float suspensionRestLength, float wheelRadius, bool hasSteering ) = 0; virtual int GetNumWheels() const = 0; virtual void GetWheelPosition(int wheelIndex,float& posX,float& posY,float& posZ) const = 0; virtual void GetWheelOrientationQuaternion(int wheelIndex,float& quatX,float& quatY,float& quatZ,float& quatW) const = 0; virtual float GetWheelRotation(int wheelIndex) const = 0; virtual int GetUserConstraintId() const =0; virtual int GetUserConstraintType() const =0; //some basic steering/braking/tuning/balancing (bikes) virtual void SetSteeringValue(float steering,int wheelIndex) = 0; virtual void ApplyEngineForce(float force,int wheelIndex) = 0; virtual void ApplyBraking(float braking,int wheelIndex) = 0; virtual void SetWheelFriction(float friction,int wheelIndex) = 0; virtual void SetSuspensionStiffness(float suspensionStiffness,int wheelIndex) = 0; virtual void SetSuspensionDamping(float suspensionStiffness,int wheelIndex) = 0; virtual void SetSuspensionCompression(float suspensionStiffness,int wheelIndex) = 0; virtual void SetRollInfluence(float rollInfluence,int wheelIndex) = 0; virtual void SetCoordinateSystem(int rightIndex,int upIndex,int forwardIndex) =0; }; #endif //PHY_IVEHICLE_H