Ball and Spring Toy
Game Physics with Bespoke Code
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CWheel Class Reference

The wheel. More...

#include <Wheel.h>

Inheritance diagram for CWheel:
Collaboration diagram for CWheel:

Public Member Functions

 CWheel (UINT, float, float, Vector2)
 Constructor.
 
- Public Member Functions inherited from CBody
virtual ~CBody ()
 Destructor.
 
void DeliverImpulse (float)
 Deliver impulse to body.
 
void Teleport (const Vector2 &)
 Magically teleport body by this amount.
 
void Draw ()
 Draw body.
 

Additional Inherited Members

- Protected Member Functions inherited from CBody
CPointCreatePoint (eSprite, const Vector2 &)
 Create point.
 
CSpringCreateSpring (eSprite, CPoint *, CPoint *, float=1.0f)
 Create spring.
 
- Protected Attributes inherited from CBody
std::vector< CPoint * > m_stdPt
 Vector of pointers to points in this body.
 
std::vector< CSpring * > m_stdSpr
 Vector of pointers to springs.
 
- Static Protected Attributes inherited from CCommon
static Sage::CSpriteRenderer * m_pRenderer = nullptr
 Pointer to the renderer.
 
static CObjectManagerm_pObjectManager = nullptr
 Pointer to the object manager.
 
static eBody m_eCurrentBody = (eBody)0
 Current body type.
 

Detailed Description

A wheel is a body that consists of n points laid out in a circle to form the circumference, and a central point acting as a hub. The points on the circumference are evenly spaced and each is connected to the next in a circle. All points on the circumference are connected to the hub. This is more like an n-gon than a wheel, but the presence of the hub makes it seem more wheel-like. It certainly rolls like a wheel and if I want to call it a wheel, I can, dammit.

Constructor & Destructor Documentation

◆ CWheel()

CWheel::CWheel ( UINT n,
float r,
float s,
Vector2 v )

Make a cross-braced wheel of points connected by springs to a central hub.

Parameters
nNumber of sides.
rRadius.
sCoefficient of restitution of the springs.
vLocation of center.
Here is the call graph for this function: