This is vamos.info, produced by makeinfo version 4.2 from vamos.texi.

INFO-DIR-SECTION Applications
START-INFO-DIR-ENTRY
* Vamos: (vamos).               An automotive simulator
END-INFO-DIR-ENTRY

   Vamos Automotive Simulator, by Sam Varner.

   This file documents the Vamos libraries and application.

   Copyright 2001-2003 Sam Varner

   Permission is granted to copy, distribute and/or modify this document
under the terms of the GNU Free Documentation License, Version 1.1 or
any later version published by the Free Software Foundation; with no
Invariant Sections, with no Front-Cover Texts, and with no Back-Cover
Texts.  A copy of the license is included in the section entitled "GNU
Free Documentation License".

   Permission is granted to copy and distribute modified versions of
this manual under the conditions for verbatim copying, provided that the
entire resulting derived work is distributed under the terms of a
permission notice identical to this one.

   Permission is granted to copy and distribute translations of this
manual into another language, under the above conditions for modified
versions, except that this permission notice may be stated in a
translation approved by the Free Software Foundation.


File: vamos.info,  Node: Top,  Next: Driver's Manual,  Prev: (dir),  Up: (dir)

Vamos Automotive Simulator
**************************

   Vamos is an automotive simulation framework with an emphasis on
thorough physical modeling and good C++ design. Vamos includes a
real-time, first-person, 3D driving application.

   This file documents Vamos version 0.3.0.

* Menu:

* Driver's Manual::             Documentation for the Vamos application.
* Constructor's Manual::        Make your own cars, tracks and applications.
* Code Manual::                 The inner workings.
* Building Vamos::              Downloading and compiling the program.
* Copying::                     The GNU Free Documentation License.
* Concept Index::               An item for each concept.


File: vamos.info,  Node: Driver's Manual,  Next: Constructor's Manual,  Prev: Top,  Up: Top

Driver's Manual
***************

   The `vamos' application lets you experience the simulation first
hand.  Its main purpose is to be a test bed for the libraries.  It is
not intended to be a polished end-user application.  However, you can
drive on a number of tracks and try to beat your best time.  Or you can
just have fun driving on, and over, the ragged edge.

* Menu:

* Let's Go::                    Getting on the road.
* Controls::                    A keyboard and joystick reference.
* Dashboard::                   On-screen information.
* Tracks::                      How to try out different tracks.
* Tuning::                      How to change the car's settings.


File: vamos.info,  Node: Let's Go,  Next: Controls,  Prev: Driver's Manual,  Up: Driver's Manual

Let's Go
========

   When you start the application you will be looking out over the hood
of your car, down the front straight of a simple, fictitious circuit.
Give the car a little gas and shift into first by pressing and
releasing the first joystick button.  The clutch is engaged gradually,
so you will need to increase the throttle to keep the engine revs up.
If you stall, shift back to neutral (second button) and press the <s>
key to restart the engine.  *Note Controls::.

   Once you get going you will need to shift into second.  When you
press the button to shift, the clutch is disengaged.  It is re-engaged
when you release the button.  You will need to back off the throttle
when the clutch is disengaged in order to make your shifts smooth.  As
with shifting to first gear, the clutch is engaged gradually, although
much more quickly.

   The first turn on the circuit is a sharp left-hander at the top of a
hill.  This is a good place to practice sliding the car through a turn.
You will probably hear the tires slide as you enter the turn.  Don't
worry, the tires actually have _more_ grip when they're sliding a
little.  However, you do lose some directional stability.  So you point
the nose a little toward the center of the turn and use the throttle to
hold the car in the turn.  If you slide the car more than a little, you
will lose grip and probably find yourself in the barriers.

   When driving on the edge, the throttle and brake do as much as the
steering wheel to control the trajectory of the car.  In general,
accelerating tends to straighten out the car and braking tends to turn
the car more.  To demonstrate this, try backing off the throttle midway
through a turn.  You'll find that the back end steps out a little
causing the car to turn in.

   To recap, you will slide a little sideways through the turns,
steering with the brake and throttle.  You will also be trying to take a
perfect racing line, braking as late as possible and accelerating as
early as possible.  Just remember that the <r> key puts you back on the
road, pointed in the right direction.  *Note Controls::.


File: vamos.info,  Node: Controls,  Next: Dashboard,  Prev: Let's Go,  Up: Driver's Manual

Controls
========

   The car can be driven with keys or a joystick.  A joystick is highly
recommended.

Key         Stick              Action
<Up>*       Forward            Throttle.
<Down>*     Backward           Brake.
<Left>*     Left               Turn left.
<Right>*    Right              Turn right.
<KP-End>*   Button-1*          Shift up.
<KP-Ins>*   Button-2*          Shift down.
<Home>*     Button-3*          Disengage clutch.
<a>                            Place the car back at the starting line.
<r>                            Place the car back on the road.
<s>                            Start the engine after a stall.
<f>                            Fill the fuel tank.
<c>                            Reload the car definition file.
<t>                            Reload the track definition file.
<p>                            Pause the application.
<q>                            Exit the application.
<F9>                           Cycle through the views.

   The `*' symbol indicates that the action is performed gradually after
the key or button is pressed.

   When shifting, pressing the key or button causes the clutch to be
disengaged before the new gear is selected.  Releasing the button
releases the clutch.  The clutch is engaged slowly when shifting from
neutral, and more quickly for other gears.  The clutch is always
disengaged quickly.


File: vamos.info,  Node: Dashboard,  Next: Tracks,  Prev: Controls,  Up: Driver's Manual

Dashboard
=========

   Several rows of text are printed along the bottom of the screen to
provide some information about the car, similar to the gauges on a
car's dashboard.  You also get some information that you would not
normally see on a dashboard.  Here's what is shown, going down the
columns, starting on the left.

RPM
     The engine speed in revolutions per minute.

Torque
     The current engine torque in Newton-meters.

Speed
     The car's speed in kilometers per hour.

Gear
     The currently selected gear.  `N' stands for neutral and `R' is
     for reverse.

Slip Ratios
     The slip ratios for each of the tires.  A slip ratio is the
     difference between the speed of the contact patch and the road
     moving beneath it, divided by the speed of the wheel's hub.
     Rolling without sliding yields a slip ratio of zero.  Locking the
     wheels results in a slip ratio of 1.  Slip ratios are useful for
     seeing how close you are to the limit of adhesion.  A slip ratio
     of 0.1 is usually close to optimal.

Fuel
     Amount of fuel remaining in liters.

Lap Time
     The elapsed time for the current lap.

Last
     The time taken to complete the previous lap and the difference
     between this time and the best time.

Best
     The shortest lap time so far.

frame/s
     The current frame rate.

Sector
     The number of the current timing sector and the elapsed time for
     that sector.

Best
     The best time for the current sector.

Last Sector
     The time taken to complete the previous sector and the difference
     between this time and the best time for that sector.

Distance
     The distance from the start/finish line in meters.


File: vamos.info,  Node: Tracks,  Next: Tuning,  Prev: Dashboard,  Up: Driver's Manual

Tracks
======

   Once you get bored with the default, you might want to try driving on
some different tracks.  The track can be selected using command line
arguments.  Use either `vamos -t <track>' or `vamos --track==<track>',
where `<track>', is one of `default-track', `drag', `jump',
`Magny-Cours', `Mosport', `Nurburgring', `Peanut' (same as the
default), `Silverstone', or `skid_pad'.

   You can use the `trk-convert' program to turn a track file for RARS
(Robot Auto Racing <http://rars.sourceforge.net>) into a C++ track file
for Vamos.  The converted files usually need some adjusting, so you'll
have to learn a little about Vamos track files.  That's why the
description of `trk-convert' is in the Constructor's Manual. *Note
Making a Track::.


File: vamos.info,  Node: Tuning,  Prev: Tracks,  Up: Driver's Manual

Cars
====

   A number of different car definitions are provided.  The car can be
selected with `-c <car>' or `--car=<car>', where `<car>' is one of
`default-car', `F1', `F1-1967', `front-drive', `GT'.


File: vamos.info,  Node: Constructor's Manual,  Next: Code Manual,  Prev: Driver's Manual,  Up: Top

Constructor's Manual
********************

   This chapter shows how to make your own cars, tracks and driving
applications using the Vamos libraries.

* Menu:

* Making a Car::                Deriving a car class.
* Making a Track::              Building a race course.
* Making an Application::       Putting the pieces together.


File: vamos.info,  Node: Making a Car,  Next: Making a Track,  Prev: Constructor's Manual,  Up: Constructor's Manual

Making a Car
============

   To make your own car, you derive a class from `Gl_Car'.  This class
defines the appearance of the car.  The suspension, drivetrain and
other components are set with constructor arguments.

Deriving the Class
------------------

   Your derived class must provide definitions for the pure virtual
functions `build()' and `draw_dashboard()'.  The `build()' method
defines how the car will appear by defining an OpenGL display list.
Consult an OpenGL reference, such as the "OpenGL Programming Guide,"
for details.  The `draw_dashboard()'  method is for putting real-time
information about the car on the screen.

   You may also want to re-define the `draw()' and `view()' methods.
The `draw()' method is responsible for displaying the display list
created in `build()'.  The `view()' method performs the coordinate
transformations for providing the driver's-eye view.

   For an example of a car class derived from `Gl_Car', see the files
`Vamos_Car.h' and `Vamos_Car.cc' in the `vamos' directory of the source
distribution.

Constructing the Object
-----------------------

   The pieces that make up the car are passed as arguments to the car's
constructor.  These arguments include a pointer to the `Drivetrain', a
pointer to the `Fuel_Tank', a vector of pointers to the `Wheel's, and a
vector of pointers to the other `Particle's.

   The car is responsible for deleting the memory for each of the
pointers.  So, you will allocate memory with `new' for each of the
objects whose pointers are passed to the car's constructor, but you
will not delete the memory.

   You may want to write some functions for constructing the objects and
filling the vectors.  Examples of such functions can be found in
`car.cc'.  This file provides a convenient place for modifying the
car's parameters.


File: vamos.info,  Node: Making a Track,  Next: Making an Application,  Prev: Making a Car,  Up: Constructor's Manual

Making a Track
==============

   A track is constructed by adding road segment objects,
`Straight_Road' and `Arc_Road', to a `Gl_Track' using the `add_segment'
method.  The constructors to the road segments specify the dimensions
and textures.

   After all of the segments have been added, call `Gl_Track''s
`build()' method to put all the pieces together.  If you want a closed
circuit, you may be able to use `build_circuit()' to save you the
hassle of making the track end exactly where it begins.  If your track
ends with a straight segment, followed by a curve, followed by another
straight, `build_circuit()' adjusts the lengths and angles of these
segments to make the track close.  Note that `build_circuit()' may fail
if your track doesn't already come reasonably close to closing.

   The last thing to do is to add timing lines.  These mark where the
lap and split times are measured.  A timing line is set by calling
`Gl_Track''s `timing_line()' method with a single argument, the
distance in meters from the beginning of the first segment.  The first
call to `timing_line()' sets the start/finish line.  You may add as
many timing lines as you like.


File: vamos.info,  Node: Making an Application,  Prev: Making a Track,  Up: Constructor's Manual

Making an Application
=====================

   In the `main()' function for a Vamos application the `Atmosphere',
`Car', and `Track' objects are constructed.  After that, any methods
needed for initializing these objects are made.  Finally, the world is
constructed and the simulation is started by calling the world's
`start()' method.  An example of a Vamos application is provided in the
file `vamos.cc'.


File: vamos.info,  Node: Code Manual,  Next: Building Vamos,  Prev: Constructor's Manual,  Up: Top

Code Manual
***********

   The code is devided into four modules that reside in four namespaces,
`Vamos_Geometry', `Vamos_Body', `Vamos_Track' and `Vamos_World'.  Each
namespace contains the code for a library.  These libraries are
`libvamos-geometry', `libvamos-body', `libvamos-track', and
`libvamos-world'.  The geometry library has classes for vectors,
matrices and curves.  The body library has a class for a rigid body and
classes for a car and its parts.  It also has other classes that are
needed by more than one of the other libraries.  The track library has
the classes needed for building a track.  The world library handles a
rigid body's interaction with the track.

* Menu:

* Simulation::                  A Conceptual overview.
* The Geometry Library::        Vectors, matrices, curves, etc.
* The Track Library::           The driving surface.
* The Body Library::            Cars and other rigid bodies.
* The World Library::           The world mediates interactions.

   The geometry library is used by both the body and world libraries.
The body library is used by the world library.  The dependency graph
looks like this:
                libvamos-geometry
               /        |        \
             o          |          o
     libvamos-track     |      libvamos-body
             \          o         /
               o libvamos-world o
where
     libA o-- libB
means that library `libA' depends on library `libB'.  That is,
classes in `libA' include headers from `libB'.  Also a program that
links `libA' must also link `libB'.

   If you only need the services of the geometry library, then you only
have one library to link.  If you use the body library, then you need to
link the geometry library as well.  If you use the world library, then
you need to link all four.  When linking multiple libraries you may need
to make sure that `libvamos-geometry' is linked first, followed by
`libvamos-body', and then `libvamos-world'.  If you get errors from the
linker about undefined references to functions defined in one of these
libraries, then you may have to adjust the link order.

   Care was taken to avoid a dependency of `libvamos-track' on
`libvamos-body' and vice versa.  This allows cars and tracks to tested
independently.


File: vamos.info,  Node: Simulation,  Next: The Geometry Library,  Prev: Code Manual,  Up: Code Manual

Simulation
==========

   To be written.


File: vamos.info,  Node: The Geometry Library,  Next: The Track Library,  Prev: Simulation,  Up: Code Manual

The Geometry Library
====================

   The geometry module is a collection of generic geometric objects.
Also, classes that are required by more than one other module.  This is
done to avoid dependency problems.

Three_Vector
============

   A `Three_Vector' represents a vector in three-dimensions.  Some
supported operations are

   * subscripting using `[]'

   * vector addition and subtraction using `+' and `-'

   * multiplication and division by a scalar using `*' and `/'

   * left and right matrix multiplication using `*'

   * dot and cross products using the `dot()' and `cross()'methods

   * projection onto another vector using the `project()' method

   * magnitude using the `abs()' method

   Matrix multiplication is done with a `Three_Matrix'.

Three_Matrix
============

   A `Three_Matrix' represents 3x3 matrix.  It's suitable for
representing a three-dimensional rotation matrix or inertia tensor.
Some suported operations are

   * subscripting using `[]'

   * matrix addition and subtraction using `+' and `-'

   * multiplication and division by a scalar using `*' and `/'

   * left and right vector multiplication using `*'

   * matrix multiplication using `*'

   * eigenvalue and eigenvector determination

   * inversion

Inertia_Tensor
==============

   An inertia tensor is a matrix that describes a rigid body's responce
to torques.  The `Inertia_Tensor' generates the tensor from the
locations of masses on a body.  The masses and positions are specified
using the `add()' method.  The `inertia()' method returns the moment of
inertia for a force applied at a particular point on the body.

Two_Point
=========

   A `Two_Point' describes a point in a plane.  It is a `struct' with
two data members, `x' and `y'.  A constructor is provided for
initializing the members.  No vector operations are supported, and some
of the supported operations are undefined for vectors.  That's why this
class is called `Two_Point' and not `Two_Vector'.  The supported
operations are scalar and member-wise addition, subtraction,
multiplication, and division.  For the scalar versions, the operation is
performed on each member.

   `Spline' is the only user of `Two_Point'.  Perhaps it should be
defined in `Spline''s header so that there's less temptation to use
`Two_Point' inappropriately.

Spline
======

   `Spline' is a class for a parametric cubic spline interpolation
between points.  A vector of `Two_Point's through which the curve
passes and angle of the curve at the first and last points are passed to
the constructor.

   `Spline's are used to make smooth road elevation changes and banking
transitions.

Surface
=======

   A `Surface' describes the friction, rolling resistance, restitution
and texture image of a surface such as pavement, grass or gravel.

Texture_Image
=============

   The `Texture Image' class provides a convenient way of reading a
`*.ppm' image file from the disk and for getting information about the
image.

Conversions
===========

   The header file `Conversions.h' contains a few functions for
performing frequently-used unit conversions.  Currently, there are
conversions for radians and degress, radians per second and revolutions
per minute, and meters per second and kilometers per hour.


File: vamos.info,  Node: The Track Library,  Next: The Body Library,  Prev: The Geometry Library,  Up: Code Manual

The Track Library
=================

   A `Track' is a collection of straight and curved pieces of road.
These pieces are described by classes derived from `Road_Segment'.
Currently, we have a straight segment class (`Straight_Road'), and a
circle arc segment class (`Arc_Road').  The track is assembled so that
there are no corners where two segments join.

   If you look at the code you'll find a class for a segment that
smoothly curves through a set of given points (`Spline_Road').  This
class has been commented out because I don't know how to do the
transformation from world coordinates to track coordinates for a spline.

   The elevation and banking at any number of points on a segment can be
specified.  The specified points are interpolated with a cubic spline so
that the transitions are smooth.

     Track o---Road_Segment
                ^     ^
               /       \
     Straight_Road    Arc_Road


File: vamos.info,  Node: The Body Library,  Next: The World Library,  Prev: The Track Library,  Up: Code Manual

The Body Library
================

   A `Body' describes a three-dimensional rigid body made up of point
particles.  These particles are described by `Particle' and its
subclasses.  Position and orientation for both `Body's and `Particle's
is provided by the `Frame' base class.  The `Car' class is derived from
`Body'

          Frame
          ^   ^
         /     \
      Body o---Particle
       ^
       |
      Car

* Menu:

* Frame::                       A coordinate system.
* Particle::                    A body is made up of point particles.
* Body::                        A rigid body.
* Car::                         A drivable body.


File: vamos.info,  Node: Frame,  Next: Particle,  Up: The Body Library

Frame
-----


File: vamos.info,  Node: Particle,  Next: Body,  Prev: Frame,  Up: The Body Library

Particle
--------


File: vamos.info,  Node: Body,  Next: Car,  Prev: Particle,  Up: The Body Library

Body
----


File: vamos.info,  Node: Car,  Prev: Body,  Up: The Body Library

Car
---

Drivetrain
..........

Wheel
.....


File: vamos.info,  Node: The World Library,  Prev: The Body Library,  Up: Code Manual

The World Library
=================

   To avoid dependencies, `Track', `Atmosphere', and `Body' were each
designed so that they know nothing about the others.  It is the purpose
of the `World' class to mediate any interactions among those classes.
Because `Track', `Atmosphere', and `Body' are independent, it is
neccessary that `World' depend on each of these classes.  A subclass of
`World' that provides an interface to the input methods of `Car' is
provided.  It's called `Car_World'.  (Apologies to Marcus Hewat,
creator of the Carworld program,
<http://perso.club-internet.fr/hewat/carworld/carworld.htm>.  Aside
from some bits of code I stole for reading textures from files and
drawing text on the screen, this project is unrelated to Carworld.)

             World
            o ^ o o---.
           /  |  \     \
      Track   |  Body  Atmosphere
              |   ^
       Car_World  |
               o  |
                \ |
                 Car

   The `World' base class doesn't do any graphics.  If you want to see
the results of the simulation on screen, you must derive an appropriate
class and define the `draw()' method.  An example of such a class that
uses OpenGL, `Gl_Car_World', is provided.  You must also use subclasses
of Track and Car (such as `Gl_Track' and `Gl_Car') that use the same
graphics system if you wish to see instances of those objects.

   A typical application will construct a `Track', `Atmosphere', and
`Car', and then construct a `World' by passing pointers to those
objects.  The simulation is started by calling the `World''s `start()'
method.  The `World' is responsible for initializing the graphics
system (if used) and starting the event loop.

Atmosphere
----------

   To be written.


File: vamos.info,  Node: Building Vamos,  Next: Copying,  Prev: Code Manual,  Up: Top

Building Vamos
**************

Downloading
===========

   You can get the latest release by going to the Vamos home page,
<http://vamos.sourceforge.net>, and following the "Download" link.
Another way to get there is to go through the SourceForge project page,
<http://sourceforge.net/projects/vamos>.

Dependencies
============

   Vamos makes use of some external libraries.  These libraries need to
be present in order to compile Vamos.  OpenGL-compatible libraries,
including the OpenGL Utility Library (GLU) and the OpenGL Utility
Toolkit (GLUT) must be installed.  Mesa <http://www.mesa-3d.org> works
fine.  In addition, you need accelerated video hardware.  Some video
cards require specific GL implementations.

   For joystick control and sound, PLIB version 1.4 or later must be
present.  You can get it from <http://plib.sourceforge.net>.

   Libsigc++ is used for implementing callbacks to member functions.
Get stable version 0.8.6 or later.  The development branch (version
1.1.x) does not work with Vamos.  Libsigc++ can be downloaded from
<http://libsigc.sourceforge.net>.

   You will also need a reasonably up-to-date C++ compiler.
Specifically, it must handle namespaces.  Gcc version 2.96 and later,
including 3.0, should do.  See <http://gcc.gnu.org>.

Compiling
=========

   After downloading the source archive (the `tar.gz' file), unpack it
with the `tar' command, or some other utility.  All of the files in the
archive are placed in a subdirectory.  If the archive is
`vamos-1.2.3.tar.gz', the files are placed in `vamos-1.2.3'.

   Vamos uses the GNU Autotools (`automake', `autoconf', and `libtool')
to check for prerequisites and handle different architectures.  Change
to the directory created by un-archiving and type `./configure'.  Type
`./configure --help' to see the options accepted by `configure'.  I
have only tried to compile Vamos on GNU/Linux and Cygwin/Win32
platforms.  Please write me if you find an architecture that is not
handled correctly.

   The `configure' script generates the `Makefile's needed to compile
the program.  Issue the `make' command to start the compilation.  If
you encounter errors, or warnings that you think I should know about,
please contact me.

   If the compilation succeeds, you can install the libraries, headers,
and application by typing `make install'.  You may need to be a
privileged user to install software on your system.  You do not need to
install the program to run the application.  Switch to the `vamos'
directory and run `./vamos' to try the application without installing.


File: vamos.info,  Node: Copying,  Next: Concept Index,  Prev: Building Vamos,  Up: Top

Copying
*******

   Vamos may be copied according to the terms of the GNU General Public
License (GNU GPL).  The license is in the file COPYING in the top-level
directory of the source code.

   This documentation may be copied according to the terms of the GNU
Free Documentation License (GNU FDL) which is printed below.

GNU Free Documentation License
==============================

                        Version 1.1, March 2000
     Copyright (C) 2000 Free Software Foundation, Inc.
     59 Temple Place, Suite 330, Boston, MA  02111-1307, USA
     
     Everyone is permitted to copy and distribute verbatim copies
     of this license document, but changing it is not allowed.

  0. PREAMBLE

     The purpose of this License is to make a manual, textbook, or other
     written document "free" in the sense of freedom: to assure everyone
     the effective freedom to copy and redistribute it, with or without
     modifying it, either commercially or noncommercially.  Secondarily,
     this License preserves for the author and publisher a way to get
     credit for their work, while not being considered responsible for
     modifications made by others.

     This License is a kind of "copyleft", which means that derivative
     works of the document must themselves be free in the same sense.
     It complements the GNU General Public License, which is a copyleft
     license designed for free software.

     We have designed this License in order to use it for manuals for
     free software, because free software needs free documentation: a
     free program should come with manuals providing the same freedoms
     that the software does.  But this License is not limited to
     software manuals; it can be used for any textual work, regardless
     of subject matter or whether it is published as a printed book.
     We recommend this License principally for works whose purpose is
     instruction or reference.

  1. APPLICABILITY AND DEFINITIONS

     This License applies to any manual or other work that contains a
     notice placed by the copyright holder saying it can be distributed
     under the terms of this License.  The "Document", below, refers to
     any such manual or work.  Any member of the public is a licensee,
     and is addressed as "you".

     A "Modified Version" of the Document means any work containing the
     Document or a portion of it, either copied verbatim, or with
     modifications and/or translated into another language.

     A "Secondary Section" is a named appendix or a front-matter
     section of the Document that deals exclusively with the
     relationship of the publishers or authors of the Document to the
     Document's overall subject (or to related matters) and contains
     nothing that could fall directly within that overall subject.
     (For example, if the Document is in part a textbook of
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     The relationship could be a matter of historical connection with
     the subject or with related matters, or of legal, commercial,
     philosophical, ethical or political position regarding them.

     The "Invariant Sections" are certain Secondary Sections whose
     titles are designated, as being those of Invariant Sections, in
     the notice that says that the Document is released under this
     License.

     The "Cover Texts" are certain short passages of text that are
     listed, as Front-Cover Texts or Back-Cover Texts, in the notice
     that says that the Document is released under this License.

     A "Transparent" copy of the Document means a machine-readable copy,
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     and straightforwardly with generic text editors or (for images
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     Examples of suitable formats for Transparent copies include plain
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     processors for output purposes only.

     The "Title Page" means, for a printed book, the title page itself,
     plus such following pages as are needed to hold, legibly, the
     material this License requires to appear in the title page.  For
     works in formats which do not have any title page as such, "Title
     Page" means the text near the most prominent appearance of the
     work's title, preceding the beginning of the body of the text.

  2. VERBATIM COPYING

     You may copy and distribute the Document in any medium, either
     commercially or noncommercially, provided that this License, the
     copyright notices, and the license notice saying this License
     applies to the Document are reproduced in all copies, and that you
     add no other conditions whatsoever to those of this License.  You
     may not use technical measures to obstruct or control the reading
     or further copying of the copies you make or distribute.  However,
     you may accept compensation in exchange for copies.  If you
     distribute a large enough number of copies you must also follow
     the conditions in section 3.

     You may also lend copies, under the same conditions stated above,
     and you may publicly display copies.

  3. COPYING IN QUANTITY

     If you publish printed copies of the Document numbering more than
     100, and the Document's license notice requires Cover Texts, you
     must enclose the copies in covers that carry, clearly and legibly,
     all these Cover Texts: Front-Cover Texts on the front cover, and
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     If the required texts for either cover are too voluminous to fit
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     If you publish or distribute Opaque copies of the Document
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     distribute an Opaque copy (directly or through your agents or
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     It is requested, but not required, that you contact the authors of
     the Document well before redistributing any large number of
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  4. MODIFICATIONS

     You may copy and distribute a Modified Version of the Document
     under the conditions of sections 2 and 3 above, provided that you
     release the Modified Version under precisely this License, with
     the Modified Version filling the role of the Document, thus
     licensing distribution and modification of the Modified Version to
     whoever possesses a copy of it.  In addition, you must do these
     things in the Modified Version:

       A. Use in the Title Page (and on the covers, if any) a title
          distinct from that of the Document, and from those of
          previous versions (which should, if there were any, be listed
          in the History section of the Document).  You may use the
          same title as a previous version if the original publisher of
          that version gives permission.

       B. List on the Title Page, as authors, one or more persons or
          entities responsible for authorship of the modifications in
          the Modified Version, together with at least five of the
          principal authors of the Document (all of its principal
          authors, if it has less than five).

       C. State on the Title page the name of the publisher of the
          Modified Version, as the publisher.

       D. Preserve all the copyright notices of the Document.

       E. Add an appropriate copyright notice for your modifications
          adjacent to the other copyright notices.

       F. Include, immediately after the copyright notices, a license
          notice giving the public permission to use the Modified
          Version under the terms of this License, in the form shown in
          the Addendum below.

       G. Preserve in that license notice the full lists of Invariant
          Sections and required Cover Texts given in the Document's
          license notice.

       H. Include an unaltered copy of this License.

       I. Preserve the section entitled "History", and its title, and
          add to it an item stating at least the title, year, new
          authors, and publisher of the Modified Version as given on
          the Title Page.  If there is no section entitled "History" in
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          and publisher of the Document as given on its Title Page,
          then add an item describing the Modified Version as stated in
          the previous sentence.

       J. Preserve the network location, if any, given in the Document
          for public access to a Transparent copy of the Document, and
          likewise the network locations given in the Document for
          previous versions it was based on.  These may be placed in
          the "History" section.  You may omit a network location for a
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          it refers to gives permission.

       K. In any section entitled "Acknowledgments" or "Dedications",
          preserve the section's title, and preserve in the section all
          the substance and tone of each of the contributor
          acknowledgments and/or dedications given therein.

       L. Preserve all the Invariant Sections of the Document,
          unaltered in their text and in their titles.  Section numbers
          or the equivalent are not considered part of the section
          titles.

       M. Delete any section entitled "Endorsements".  Such a section
          may not be included in the Modified Version.

       N. Do not retitle any existing section as "Endorsements" or to
          conflict in title with any Invariant Section.

     If the Modified Version includes new front-matter sections or
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     add their titles to the list of Invariant Sections in the Modified
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     You may add a section entitled "Endorsements", provided it contains
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     You may add a passage of up to five words as a Front-Cover Text,
     and a passage of up to 25 words as a Back-Cover Text, to the end
     of the list of Cover Texts in the Modified Version.  Only one
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     The author(s) and publisher(s) of the Document do not by this
     License give permission to use their names for publicity for or to
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  5. COMBINING DOCUMENTS

     You may combine the Document with other documents released under
     this License, under the terms defined in section 4 above for
     modified versions, provided that you include in the combination
     all of the Invariant Sections of all of the original documents,
     unmodified, and list them all as Invariant Sections of your
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     The combined work need only contain one copy of this License, and
     multiple identical Invariant Sections may be replaced with a single
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     In the combination, you must combine any sections entitled
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     must delete all sections entitled "Endorsements."

  6. COLLECTIONS OF DOCUMENTS

     You may make a collection consisting of the Document and other
     documents released under this License, and replace the individual
     copies of this License in the various documents with a single copy
     that is included in the collection, provided that you follow the
     rules of this License for verbatim copying of each of the
     documents in all other respects.

     You may extract a single document from such a collection, and
     distribute it individually under this License, provided you insert
     a copy of this License into the extracted document, and follow
     this License in all other respects regarding verbatim copying of
     that document.

  7. AGGREGATION WITH INDEPENDENT WORKS

     A compilation of the Document or its derivatives with other
     separate and independent documents or works, in or on a volume of
     a storage or distribution medium, does not as a whole count as a
     Modified Version of the Document, provided no compilation
     copyright is claimed for the compilation.  Such a compilation is
     called an "aggregate", and this License does not apply to the
     other self-contained works thus compiled with the Document, on
     account of their being thus compiled, if they are not themselves
     derivative works of the Document.

     If the Cover Text requirement of section 3 is applicable to these
     copies of the Document, then if the Document is less than one
     quarter of the entire aggregate, the Document's Cover Texts may be
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  8. TRANSLATION

     Translation is considered a kind of modification, so you may
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     permission from their copyright holders, but you may include
     translations of some or all Invariant Sections in addition to the
     original versions of these Invariant Sections.  You may include a
     translation of this License provided that you also include the
     original English version of this License.  In case of a
     disagreement between the translation and the original English
     version of this License, the original English version will prevail.

  9. TERMINATION

     You may not copy, modify, sublicense, or distribute the Document
     except as expressly provided for under this License.  Any other
     attempt to copy, modify, sublicense or distribute the Document is
     void, and will automatically terminate your rights under this
     License.  However, parties who have received copies, or rights,
     from you under this License will not have their licenses
     terminated so long as such parties remain in full compliance.

 10. FUTURE REVISIONS OF THIS LICENSE

     The Free Software Foundation may publish new, revised versions of
     the GNU Free Documentation License from time to time.  Such new
     versions will be similar in spirit to the present version, but may
     differ in detail to address new problems or concerns.  See
     `http://www.gnu.org/copyleft/'.

     Each version of the License is given a distinguishing version
     number.  If the Document specifies that a particular numbered
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     have the option of following the terms and conditions either of
     that specified version or of any later version that has been
     published (not as a draft) by the Free Software Foundation.  If
     the Document does not specify a version number of this License,
     you may choose any version ever published (not as a draft) by the
     Free Software Foundation.

ADDENDUM: How to use this License for your documents
----------------------------------------------------

   To use this License in a document you have written, include a copy of
the License in the document and put the following copyright and license
notices just after the title page:

       Copyright (C)  YEAR  YOUR NAME.
       Permission is granted to copy, distribute and/or modify this document
       under the terms of the GNU Free Documentation License, Version 1.1
       or any later version published by the Free Software Foundation;
       with the Invariant Sections being LIST THEIR TITLES, with the
       Front-Cover Texts being LIST, and with the Back-Cover Texts being LIST.
       A copy of the license is included in the section entitled ``GNU
       Free Documentation License''.

   If you have no Invariant Sections, write "with no Invariant Sections"
instead of saying which ones are invariant.  If you have no Front-Cover
Texts, write "no Front-Cover Texts" instead of "Front-Cover Texts being
LIST"; likewise for Back-Cover Texts.

   If your document contains nontrivial examples of program code, we
recommend releasing these examples in parallel under your choice of
free software license, such as the GNU General Public License, to
permit their use in free software.


File: vamos.info,  Node: Concept Index,  Prev: Copying,  Up: Top

Concept Index
*************

* Menu:

* Atmosphere:                            The World Library.
* Body:                                  The Body Library.
* body library:                          The Body Library.
* building:                              Building Vamos.
* Car:                                   The Body Library.
* cars:                                  Tuning.
* compiling:                             Building Vamos.
* configure:                             Building Vamos.
* Constructor's Manual:                  Constructor's Manual.
* controls:                              Controls.
* Conversions:                           The Geometry Library.
* copying:                               Copying.
* dashboard:                             Dashboard.
* dependencies:                          Building Vamos.
* downloading:                           Building Vamos.
* Driver's Manual:                       Driver's Manual.
* driving:                               Let's Go.
* FDL, GNU Free Documentation License:   Copying.
* Frame:                                 The Body Library.
* geometry library:                      The Geometry Library.
* image:                                 The Geometry Library.
* inertia tensor:                        The Geometry Library.
* Inertia_Tensor:                        The Geometry Library.
* installing:                            Building Vamos.
* libvamos-body:                         The Body Library.
* libvamos-geometry:                     The Geometry Library.
* libvamos-track:                        The Track Library.
* libvamos-world:                        The World Library.
* making a car:                          Making a Car.
* making a track:                        Making a Track.
* making an application:                 Making an Application.
* matrix:                                The Geometry Library.
* Particle:                              The Body Library.
* point:                                 The Geometry Library.
* spline:                                The Geometry Library.
* Spline:                                The Geometry Library.
* surface:                               The Geometry Library.
* texture:                               The Geometry Library.
* Texture_Image:                         The Geometry Library.
* Three_Matrix:                          The Geometry Library.
* Three_Vector:                          The Geometry Library.
* track library:                         The Track Library.
* tracks:                                Tracks.
* Two_Point:                             The Geometry Library.
* Vamos_Body:                            The Body Library.
* Vamos_Geometry:                        The Geometry Library.
* Vamos_Track:                           The Track Library.
* Vamos_World:                           The World Library.
* vector:                                The Geometry Library.
* world library:                         The World Library.



Tag Table:
Node: Top1232
Node: Driver's Manual2005
Node: Let's Go2783
Node: Controls5001
Node: Dashboard6471
Node: Tracks8254
Node: Tuning9100
Node: Constructor's Manual9375
Node: Making a Car9811
Node: Making a Track11750
Node: Making an Application13037
Node: Code Manual13547
Node: Simulation15914
Node: The Geometry Library16062
Node: The Track Library19446
Node: The Body Library20485
Node: Frame21250
Node: Particle21337
Node: Body21443
Node: Car21539
Node: The World Library21652
Node: Building Vamos23480
Node: Copying26136
Node: Concept Index46331

End Tag Table
