#include "vehicle_body_3d.h"
#define ROLLING_INFLUENCE_FIX
class btVehicleJacobianEntry { … };
void VehicleWheel3D::_notification(int p_what) { … }
PackedStringArray VehicleWheel3D::get_configuration_warnings() const { … }
void VehicleWheel3D::_update(PhysicsDirectBodyState3D *s) { … }
void VehicleWheel3D::set_radius(real_t p_radius) { … }
real_t VehicleWheel3D::get_radius() const { … }
void VehicleWheel3D::set_suspension_rest_length(real_t p_length) { … }
real_t VehicleWheel3D::get_suspension_rest_length() const { … }
void VehicleWheel3D::set_suspension_travel(real_t p_length) { … }
real_t VehicleWheel3D::get_suspension_travel() const { … }
void VehicleWheel3D::set_suspension_stiffness(real_t p_value) { … }
real_t VehicleWheel3D::get_suspension_stiffness() const { … }
void VehicleWheel3D::set_suspension_max_force(real_t p_value) { … }
real_t VehicleWheel3D::get_suspension_max_force() const { … }
void VehicleWheel3D::set_damping_compression(real_t p_value) { … }
real_t VehicleWheel3D::get_damping_compression() const { … }
void VehicleWheel3D::set_damping_relaxation(real_t p_value) { … }
real_t VehicleWheel3D::get_damping_relaxation() const { … }
void VehicleWheel3D::set_friction_slip(real_t p_value) { … }
real_t VehicleWheel3D::get_friction_slip() const { … }
void VehicleWheel3D::set_roll_influence(real_t p_value) { … }
real_t VehicleWheel3D::get_roll_influence() const { … }
bool VehicleWheel3D::is_in_contact() const { … }
Vector3 VehicleWheel3D::get_contact_point() const { … }
Vector3 VehicleWheel3D::get_contact_normal() const { … }
Node3D *VehicleWheel3D::get_contact_body() const { … }
void VehicleWheel3D::_bind_methods() { … }
void VehicleWheel3D::set_engine_force(real_t p_engine_force) { … }
real_t VehicleWheel3D::get_engine_force() const { … }
void VehicleWheel3D::set_brake(real_t p_brake) { … }
real_t VehicleWheel3D::get_brake() const { … }
void VehicleWheel3D::set_steering(real_t p_steering) { … }
real_t VehicleWheel3D::get_steering() const { … }
void VehicleWheel3D::set_use_as_traction(bool p_enable) { … }
bool VehicleWheel3D::is_used_as_traction() const { … }
void VehicleWheel3D::set_use_as_steering(bool p_enabled) { … }
bool VehicleWheel3D::is_used_as_steering() const { … }
real_t VehicleWheel3D::get_skidinfo() const { … }
real_t VehicleWheel3D::get_rpm() const { … }
VehicleWheel3D::VehicleWheel3D() { … }
void VehicleBody3D::_update_wheel_transform(VehicleWheel3D &wheel, PhysicsDirectBodyState3D *s) { … }
void VehicleBody3D::_update_wheel(int p_idx, PhysicsDirectBodyState3D *s) { … }
real_t VehicleBody3D::_ray_cast(int p_idx, PhysicsDirectBodyState3D *s) { … }
void VehicleBody3D::_update_suspension(PhysicsDirectBodyState3D *s) { … }
void VehicleBody3D::_resolve_single_bilateral(PhysicsDirectBodyState3D *s, const Vector3 &pos1,
PhysicsBody3D *body2, const Vector3 &pos2, const Vector3 &normal, real_t &impulse, const real_t p_rollInfluence) { … }
VehicleBody3D::btVehicleWheelContactPoint::btVehicleWheelContactPoint(PhysicsDirectBodyState3D *s, PhysicsBody3D *body1, const Vector3 &frictionPosWorld, const Vector3 &frictionDirectionWorld, real_t maxImpulse) : … { … }
real_t VehicleBody3D::_calc_rolling_friction(btVehicleWheelContactPoint &contactPoint) { … }
static const real_t sideFrictionStiffness2 = …;
void VehicleBody3D::_update_friction(PhysicsDirectBodyState3D *s) { … }
void VehicleBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) { … }
void VehicleBody3D::set_engine_force(real_t p_engine_force) { … }
real_t VehicleBody3D::get_engine_force() const { … }
void VehicleBody3D::set_brake(real_t p_brake) { … }
real_t VehicleBody3D::get_brake() const { … }
void VehicleBody3D::set_steering(real_t p_steering) { … }
real_t VehicleBody3D::get_steering() const { … }
void VehicleBody3D::_bind_methods() { … }
VehicleBody3D::VehicleBody3D() { … }