fix: clean gitignore for Godot C#
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58
Scripts/Core/RotatingComponent.cs
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58
Scripts/Core/RotatingComponent.cs
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using System;
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public abstract class RotatingComponent
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{
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public double MomentOfInertia { get; set; } // kg·m²
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public double AngularVelocity { get; set; } // rad/s
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public double AngularPosition { get; set; } // rad (0..2π, wrapped)
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public double TotalAngularPosition { get; set; } // rad (never wraps)
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public double AccumulatedTorque {get; private set; }
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public RotatingComponent(double momentOfInertia = 0.1, double angularVelocity = 0, double angularPosition = 0)
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{
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MomentOfInertia = momentOfInertia;
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AngularVelocity = angularVelocity;
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AngularPosition = angularPosition;
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TotalAngularPosition = angularPosition;
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AccumulatedTorque = 0;
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}
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public virtual void ApplyTorque(double torqueNm)
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{
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AccumulatedTorque += torqueNm;
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}
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public virtual void Update(double dt)
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{
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if (dt <= 0) return;
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if (MomentOfInertia > 0)
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{
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double angularAcceleration = AccumulatedTorque / MomentOfInertia;
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AngularVelocity += angularAcceleration * dt;
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}
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double deltaAngle = AngularVelocity * dt;
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TotalAngularPosition += deltaAngle;
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AngularPosition += deltaAngle;
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// Wrap AngularPosition to 0..2π for sin/cos
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AngularPosition = AngularPosition % (2 * Math.PI);
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if (AngularPosition < 0) AngularPosition += 2 * Math.PI;
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AccumulatedTorque = 0;
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}
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public double RPM => AngularVelocity * 60 / (2 * Math.PI);
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public double TotalAngleDeg => TotalAngularPosition * 180 / Math.PI;
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public void SetRPM(double rpm)
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{
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AngularVelocity = rpm * 2 * Math.PI / 60;
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}
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public virtual void ResetTorque()
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{
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AccumulatedTorque = 0;
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}
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}
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