Creating custom blocks

The modular drivetrain design in Vehicle Physics Pro uses functional Blocks to implement the internal mechanical parts of the vehicle such as engine, gearbox, etc. Blocks may be connected in any number and combination.

A block derives from VehiclePhysics.Block. It implements the logic of the block by overriding the virtual methods for simulating the state and torque flow within that block.

The virtual methods in VehiclePhysics.Block and their roles are detailed in Block reference.

Simple Block
Parts with negligible inertia such as shafts and gears. Write the events Initialize, CheckConnections, PreStep (optional), ComputeStateUpstream and EvaluateTorqueDownstream as in the example below.
Standard Block

Parts with negligible inertia following the Block Protocol for Settings, Inputs, States and Sensors. Implement the same events as in the Simple Block and apply the protocol for the exposed fields.

The Differential block is an example of standard block.

Inertial Block

Parts with noticeable inertia such as flywheels or wheels. These parts must solve the inertial part by implementing the events GetState, SetSubstepState, GetSubstepDerivative and SetState additionally to the other events.

The [Engine block]/blocks/engine) is an example of inertial block.

Example source code

This code implements a simple gear block (SimpleGear) that constrains the input and output to corotate with the given ratio.

A custom vehicle controller using this SimpleGear block may look like this:

graph RL subgraph Vehicle Controller subgraph Wheels WFL>Wheel Front Left] WFR>Wheel Front Right] WRL>Wheel Rear Left] WRR>Wheel Rear Right] end %% Re-define these here so they appear first WFL WFR Eng(Direct Drive Motor) Gear[SimpleGear] Diff{Differential} Eng-->Gear Gear-->Diff Diff-->WRL Diff-->WRR end

Check out Creating custom vehicles for a full implementation of a custom vehicle controller.


using VehiclePhysics;

public class SimpleGear : Block
    public float ratio = 1.0f;

    protected override void Initialize ()
        // Declare this block to have a single input and a single output


    public override bool CheckConnections ()
        // Both input and output are required to be connected to other blocks

        return inputs[0] != null && outputs[0] != null;

    public override void ComputeStateUpstream ()
        // Take the state from the output connection, process it,
        // and put the result at the input connection (upstream flow).
        // L = angular momentum, I = inertia, Tr = reaction torque

        inputs[0].L = output[0].L / ratio;
        inputs[0].I = output[0].I / ratio / ratio;
        inputs[0].Tr = output[0].Tr / ratio;

    public override void EvaluateTorqueDownstream ()
        // Take the torque from the input connection, process it,
        // and put the result at the output connection (downstream flow).

        outputs[0].outTd = inputs[0].outTd * ratio;