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authorSheikh Dawood Abdul Ajees <[email protected]>2018-12-02 13:31:57 -0600
committerSheikh Dawood Abdul Ajees <[email protected]>2018-12-02 13:31:57 -0600
commit326e24039dd3f063afd211fad770e15bdd5ff4ea (patch)
tree94c7bcc15191736f263739c107d0a253b1629b0a /PhysX_3.4/Documentation/PhysXGuide/Manual/Vehicles.html
parentPhysX 3.4, APEX 1.4 patch release @25256367 (diff)
downloadphysx-3.4-326e24039dd3f063afd211fad770e15bdd5ff4ea.tar.xz
physx-3.4-326e24039dd3f063afd211fad770e15bdd5ff4ea.zip
PhysX 3.4, APEX 1.4 patch release @25354359v3.4.2-bsd
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</div>
<div class="section" id="pxvehiclenodrive">
<h4>PxVehicleNoDrive<a class="headerlink" href="#pxvehiclenodrive" title="Permalink to this headline">ΒΆ</a></h4>
-<p>The class PxVehicleNoDrive has been introduced to provide a close approximation to backwards compatibility with the interface to the 2.8.x NxWheelShape class. It is essentially a rigid body with N suspension/wheel/tire units attached. It's behavior is identical to that of a PxVehicleDrive4W which is permanently in neutral gear so that the engine has no influence on the wheels and the wheels are coupled only through the motion of the rigid body. This comes, of course, without the storage overhead of Ackermann steering correction data, engine torque curve data etc. The idea is that users can develop their own drive model on top of already existing vehicle code to manage the suspension raycasts, tire and suspension force computation, and PhysX SDK integration.</p>
+<p>The class PxVehicleNoDrive has been introduced to provide a close approximation to backwards compatibility with the interface to the 2.8.x NxWheelShape class. It is essentially a rigid body with N suspension/wheel/tire units attached. Its behavior is identical to that of a PxVehicleDrive4W which is permanently in neutral gear so that the engine has no influence on the wheels and the wheels are coupled only through the motion of the rigid body. This comes, of course, without the storage overhead of Ackermann steering correction data, engine torque curve data etc. The idea is that users can develop their own drive model on top of already existing vehicle code to manage the suspension raycasts, tire and suspension force computation, and PhysX SDK integration.</p>
<p>The key functions are the application of per wheel drive and brake torques and per wheel steer angles:</p>
<div class="highlight-c++"><div class="highlight"><pre><span class="cm">/**</span>
<span class="cm">\brief Set the brake torque to be applied to a specific wheel</span>