126 return ((((
float)rand()-1)/((
float)RAND_MAX)));
129 #define SIM_VECT_COLL 12 130 #define SIM_VECT_SPD 13 131 #define SIM_VECT_ACCEL 14 132 #define SIM_WHEEL_SPD 16 133 #define SIM_WHEEL_ACCEL 20 135 #define SIM_Z_OFFSET 2.0 void SimWingReConfig(tCar *car, int index)
Race Manager General Info.
void SimTransmissionUpdate(tCar *car)
void SimDifferentialUpdate(tCar *car, tDifferential *differential, int first)
void SimBrakeUpdate(tCar *car, tWheel *wheel, tBrake *brake)
void SimCarUpdateWheelPos(tCar *car)
void SimCarUpdate2(tCar *car, tSituation *)
void SimWheelUpdateRide(tCar *car, int index)
cars situation used to inform the GUI and the drivers
void SimWheelUpdateForce(tCar *car, int index)
void SimWheelUpdateRotation(tCar *car)
void SimBrakeSystemUpdate(tCar *car)
void SimAeroUpdate(tCar *car, tSituation *s)
bool SimAdjustPitCarSetupParam(tCarPitSetupValue *v)
void SimTransmissionConfig(tCar *car)
void SimGearboxUpdate(tCar *car)
int telemetry(tModInfo *modInfo)
void SimCarUpdate(tCar *car, tSituation *)
Section header structure.
void SimSuspConfig(void *hdle, const char *section, tSuspension *susp, tdble F0, tdble X0)
void SimCarCollideCars(tSituation *)
void SimSuspUpdate(tSuspension *susp)
void SimWheelUpdateTire(tCar *car, int index)
void SimWheelConfig(tCar *car, int index)
void SimSuspReConfig(tCar *car, int index, tSuspension *susp, tdble F0, tdble X0)
void SimAxleUpdate(tCar *car, int index)
void SimCarCollideConfig(tCar *car, tTrack *track)
void SimWingConfig(tCar *car, int index)
void SimEngineShutdown(tCar *car)
void SimCarCollideShutdown(int nbcars)
float tdble
Floating point type used in TORCS.
void SimAtmosphereUpdate(tCar *car, tSituation *s)
void SimCarCollideXYScene(tCar *car)
void SimSuspThirdReConfig(tCar *car, int index, tSuspension *susp, tdble F0, tdble X0)
void SimDifferentialConfig(void *hdle, const char *section, tDifferential *differential)
Simulation Module Interface Definition.
void SimTransmissionReConfig(tCar *car)
void SimBrakeSystemConfig(tCar *car)
void SimSteerUpdate(tCar *car)
The Gaming Framework API.
tdble SimEngineUpdateRpm(tCar *car, tdble axleRpm)
void SimWheelReConfig(tCar *car, int index)
void SimReConfig(tCarElt *carElt)
void SimBrakeConfig(void *hdle, const char *section, tBrake *brake)
This is the car structure.
This is the race information structures.
void SimEngineUpdateTq(tCar *car)
void SimSteerConfig(tCar *car)
void SimSuspCheckIn(tSuspension *susp)
void SimInit(int nbcars, tTrack *track, tdble fuelFactor, tdble damageFactor, tdble tireFactor)
int track(tModInfo *modInfo)
void SimAeroConfig(tCar *car)
void SimConfig(tCarElt *carElt, RmInfo *)
void SimWingUpdate(tCar *car, int index, tSituation *s)
void SimWheelResetWear(tCar *car, int index)
void SimSteerReConfig(tCar *car)
void SimCarCollideInit(tTrack *track)
float urandom()
return a number drawn uniformly from [0,1]
void SimAxleConfig(tCar *car, int index)
void SimAxleReConfig(tCar *car, int index)
void SimCollideRemoveCar(tCar *car, int nbcars)
void SimAtmosphereConfig(tCar *car)
void SimUpdateFreeWheels(tCar *car, int axlenb)
Track Structure and Track Loader Module Definition.
void SimUpdate(tSituation *, double deltaTime, int telemetry)
void SimBrakeSystemReConfig(tCar *car)
void SimDifferentialReConfig(tCar *car, int index)
void SimCarConfig(tCar *car)
void SimEngineConfig(tCar *car)
void SimCarCollideZ(tCar *car)