major rework
This commit is contained in:
29
Car simulation/Core/Components/Aerodynamics.cs
Normal file
29
Car simulation/Core/Components/Aerodynamics.cs
Normal file
@@ -0,0 +1,29 @@
|
||||
using Car_simulation.Core.Physics;
|
||||
|
||||
namespace Car_simulation.Core.Components
|
||||
{
|
||||
public class Aerodynamics
|
||||
{
|
||||
public float DragCoefficient { get; set; } = 0.3f;
|
||||
public float FrontalArea { get; set; } = 2.2f; // m²
|
||||
public float RollingResistanceCoefficient { get; set; } = 0.015f;
|
||||
|
||||
private readonly ResistanceCalculator _resistanceCalculator = new ResistanceCalculator();
|
||||
|
||||
public float CalculateDragForce(float speed)
|
||||
{
|
||||
return _resistanceCalculator.CalculateDragForce(speed, DragCoefficient, FrontalArea);
|
||||
}
|
||||
|
||||
public float CalculateRollingResistanceForce(float mass)
|
||||
{
|
||||
return _resistanceCalculator.CalculateRollingResistanceForce(mass, RollingResistanceCoefficient);
|
||||
}
|
||||
|
||||
public float CalculateTotalResistanceForce(float speed, float mass)
|
||||
{
|
||||
return _resistanceCalculator.CalculateTotalResistanceForce(
|
||||
speed, mass, DragCoefficient, FrontalArea, RollingResistanceCoefficient);
|
||||
}
|
||||
}
|
||||
}
|
||||
30
Car simulation/Core/Components/BrakeSystem.cs
Normal file
30
Car simulation/Core/Components/BrakeSystem.cs
Normal file
@@ -0,0 +1,30 @@
|
||||
using Car_simulation.Core.Physics;
|
||||
|
||||
namespace Car_simulation.Core.Components
|
||||
{
|
||||
public class BrakeSystem : ICarComponent
|
||||
{
|
||||
public float BrakeInput { get; set; } = 0f;
|
||||
public float MaxBrakeTorque { get; set; } = 3000f;
|
||||
|
||||
private WheelSystem _wheelSystem;
|
||||
|
||||
public BrakeSystem(WheelSystem wheelSystem)
|
||||
{
|
||||
_wheelSystem = wheelSystem;
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
if (BrakeInput <= 0) return;
|
||||
|
||||
float brakeTorque = BrakeInput * MaxBrakeTorque;
|
||||
_wheelSystem.ApplyTorque(-brakeTorque, deltaTime);
|
||||
}
|
||||
|
||||
public float GetBrakeTorque()
|
||||
{
|
||||
return BrakeInput * MaxBrakeTorque;
|
||||
}
|
||||
}
|
||||
}
|
||||
126
Car simulation/Core/Components/Drivetrain.cs
Normal file
126
Car simulation/Core/Components/Drivetrain.cs
Normal file
@@ -0,0 +1,126 @@
|
||||
using Car_simulation.Core.Physics;
|
||||
|
||||
namespace Car_simulation.Core.Components
|
||||
{
|
||||
public class Drivetrain : ICarComponent
|
||||
{
|
||||
public Engine Engine { get; private set; }
|
||||
public WheelSystem WheelSystem { get; private set; }
|
||||
|
||||
private int _currentGear = 1;
|
||||
public float[] GearRatios { get; set; } = { 3.8f, 2.5f, 1.8f, 1.3f, 1.0f, 0.8f, 0.65f };
|
||||
public float FinalDriveRatio { get; set; } = 4.0f;
|
||||
public float Efficiency { get; set; } = 0.95f;
|
||||
public float ClutchEngagement { get; set; } = 0f;
|
||||
|
||||
public float MaxClutchTorque { get; set; } = 400f;
|
||||
public float ClutchStiffness { get; set; } = 50f;
|
||||
|
||||
public float ClutchTorque { get; private set; }
|
||||
public float TransmittedPower { get; private set; }
|
||||
public float ClutchSlipRatio { get; private set; }
|
||||
|
||||
public Drivetrain(Engine engine, WheelSystem wheelSystem)
|
||||
{
|
||||
Engine = engine;
|
||||
WheelSystem = wheelSystem;
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
if (ClutchEngagement <= 0.01f || TotalRatio == 0)
|
||||
{
|
||||
ClutchTorque = 0;
|
||||
TransmittedPower = 0;
|
||||
ClutchSlipRatio = 1f;
|
||||
return;
|
||||
}
|
||||
|
||||
float expectedWheelOmega = Engine.AngularVelocity / TotalRatio;
|
||||
float actualWheelOmega = WheelSystem.AngularVelocity;
|
||||
float omegaDifference = actualWheelOmega - expectedWheelOmega;
|
||||
|
||||
float maxClutchTorque = MaxClutchTorque * ClutchEngagement;
|
||||
float desiredTorque = -omegaDifference * ClutchStiffness;
|
||||
desiredTorque = Math.Clamp(desiredTorque, -maxClutchTorque, maxClutchTorque);
|
||||
|
||||
if (desiredTorque > 0)
|
||||
{
|
||||
float engineTorque = Engine.GetTorqueOutput() * Engine.GetActualThrottle();
|
||||
float maxEngineTorqueAtWheels = engineTorque * TotalRatio * Efficiency;
|
||||
desiredTorque = Math.Min(desiredTorque, maxEngineTorqueAtWheels);
|
||||
}
|
||||
|
||||
ClutchTorque = desiredTorque;
|
||||
|
||||
float energyTransferred = 0f;
|
||||
|
||||
if (omegaDifference > 0.01f) // Wheels → Engine
|
||||
{
|
||||
float power = ClutchTorque * Engine.AngularVelocity;
|
||||
energyTransferred = power * deltaTime;
|
||||
float wheelEnergyLoss = Math.Abs(energyTransferred);
|
||||
float engineEnergyGain = wheelEnergyLoss * Efficiency;
|
||||
|
||||
WheelSystem.TotalEnergy -= wheelEnergyLoss;
|
||||
Engine.FlywheelEnergy += engineEnergyGain;
|
||||
}
|
||||
else if (omegaDifference < -0.01f) // Engine → Wheels
|
||||
{
|
||||
float power = -ClutchTorque * Engine.AngularVelocity;
|
||||
energyTransferred = power * deltaTime;
|
||||
float engineEnergyLoss = Math.Abs(energyTransferred);
|
||||
float wheelEnergyGain = engineEnergyLoss * Efficiency;
|
||||
|
||||
Engine.FlywheelEnergy -= engineEnergyLoss;
|
||||
WheelSystem.TotalEnergy += wheelEnergyGain;
|
||||
}
|
||||
|
||||
TransmittedPower = energyTransferred / deltaTime;
|
||||
|
||||
if (maxClutchTorque > 0)
|
||||
{
|
||||
float torqueRatio = Math.Abs(ClutchTorque) / maxClutchTorque;
|
||||
ClutchSlipRatio = torqueRatio;
|
||||
}
|
||||
else
|
||||
{
|
||||
ClutchSlipRatio = 1f;
|
||||
}
|
||||
}
|
||||
|
||||
public float GearRatio => GetCurrentGearRatio();
|
||||
public float TotalRatio => GearRatio * FinalDriveRatio;
|
||||
|
||||
private float GetCurrentGearRatio()
|
||||
{
|
||||
if (_currentGear == 0) return 0f;
|
||||
if (_currentGear == -1) return -3.5f;
|
||||
if (_currentGear > 0 && _currentGear <= GearRatios.Length)
|
||||
return GearRatios[_currentGear - 1];
|
||||
return 0f;
|
||||
}
|
||||
|
||||
public float GetSpeedDifferenceRPM()
|
||||
{
|
||||
float expectedWheelOmega = Engine.AngularVelocity / TotalRatio;
|
||||
float actualWheelOmega = WheelSystem.AngularVelocity;
|
||||
return (actualWheelOmega - expectedWheelOmega) * PhysicsUtil.RAD_PER_SEC_TO_RPM;
|
||||
}
|
||||
|
||||
public string GetCurrentGearName()
|
||||
{
|
||||
return _currentGear switch
|
||||
{
|
||||
-1 => "R",
|
||||
0 => "N",
|
||||
_ => _currentGear.ToString()
|
||||
};
|
||||
}
|
||||
|
||||
public float GetClutchSlipPercent() => ClutchSlipRatio * 100f;
|
||||
|
||||
public void GearUp() { if (_currentGear < GearRatios.Length) _currentGear++; }
|
||||
public void GearDown() { if (_currentGear > 1) _currentGear--; }
|
||||
}
|
||||
}
|
||||
163
Car simulation/Core/Components/Engine.cs
Normal file
163
Car simulation/Core/Components/Engine.cs
Normal file
@@ -0,0 +1,163 @@
|
||||
using Car_simulation.Core.Physics;
|
||||
|
||||
namespace Car_simulation.Core.Components
|
||||
{
|
||||
public class Engine : ICarComponent
|
||||
{
|
||||
// Energy state
|
||||
public float FlywheelEnergy { get; set; }
|
||||
|
||||
// Physical properties
|
||||
public float MomentOfInertia { get; set; } = 0.25f;
|
||||
public float IdleRPM { get; set; } = 800f;
|
||||
public float RevLimit { get; set; } = 7000;
|
||||
public float StallSpeed { get; set; } = 200f;
|
||||
public float Throttle { get; set; } = 0f;
|
||||
public bool IsRunning => RPM > StallSpeed;
|
||||
|
||||
private float _cutoffUntil = 0;
|
||||
private bool _cutoff = false;
|
||||
|
||||
// Torque curve
|
||||
private TorqueCurve _torqueCurve;
|
||||
|
||||
public Engine()
|
||||
{
|
||||
FlywheelEnergy = GetEnergyFromRPM(IdleRPM);
|
||||
_torqueCurve = new TorqueCurve();
|
||||
InitializeDefaultCurve();
|
||||
}
|
||||
|
||||
private void InitializeDefaultCurve()
|
||||
{
|
||||
_torqueCurve.AddPoint(0f, 0f);
|
||||
_torqueCurve.AddPoint(800f, 95f);
|
||||
_torqueCurve.AddPoint(1500f, 160f);
|
||||
_torqueCurve.AddPoint(2500f, 200f);
|
||||
_torqueCurve.AddPoint(4000f, 235f);
|
||||
_torqueCurve.AddPoint(5000f, 230f);
|
||||
_torqueCurve.AddPoint(6000f, 210f);
|
||||
_torqueCurve.AddPoint(6800f, 185f);
|
||||
_torqueCurve.AddPoint(7200f, 170f);
|
||||
}
|
||||
|
||||
public float RPM => GetRPM();
|
||||
public float AngularVelocity => GetOmega();
|
||||
public float CurrentPower { get; private set; }
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
// Engine updates are now handled through Car with totalTime parameter
|
||||
}
|
||||
|
||||
public void UpdateWithTime(float deltaTime, float totalTime)
|
||||
{
|
||||
UpdateRevLimiter(totalTime);
|
||||
|
||||
float combustionEnergy = CalculateCombustionPower(deltaTime);
|
||||
float frictionLoss = CalculateFrictionLoss(deltaTime);
|
||||
float netEnergy = combustionEnergy - frictionLoss;
|
||||
|
||||
CurrentPower = netEnergy / deltaTime;
|
||||
FlywheelEnergy += netEnergy;
|
||||
|
||||
// Stall protection
|
||||
float stallEnergy = GetEnergyFromRPM(StallSpeed);
|
||||
if (FlywheelEnergy < stallEnergy && Throttle > 0.1f)
|
||||
{
|
||||
FlywheelEnergy = stallEnergy * 1.2f;
|
||||
}
|
||||
|
||||
FlywheelEnergy = Math.Max(FlywheelEnergy, 0);
|
||||
}
|
||||
|
||||
private void UpdateRevLimiter(float totalTime)
|
||||
{
|
||||
if (RPM > RevLimit)
|
||||
{
|
||||
_cutoffUntil = totalTime + 0.01f;
|
||||
}
|
||||
_cutoff = (totalTime < _cutoffUntil);
|
||||
}
|
||||
|
||||
private float CalculateFrictionLoss(float deltaTime)
|
||||
{
|
||||
float frictionTorque = GetFrictionTorque();
|
||||
float frictionPower = frictionTorque * AngularVelocity;
|
||||
return frictionPower * deltaTime;
|
||||
}
|
||||
|
||||
private float GetFrictionTorque()
|
||||
{
|
||||
return RPM switch
|
||||
{
|
||||
< 500 => 15f,
|
||||
< 1000 => 14f,
|
||||
< 2000 => 16f,
|
||||
< 3000 => 18f,
|
||||
< 4000 => 21f,
|
||||
< 5000 => 25f,
|
||||
< 6000 => 30f,
|
||||
< 7000 => 36f,
|
||||
_ => 44f
|
||||
};
|
||||
}
|
||||
|
||||
private float CalculateCombustionPower(float deltaTime)
|
||||
{
|
||||
float throttle = GetActualThrottle();
|
||||
if (_cutoff) throttle = 0;
|
||||
float torque = GetTorqueOutput() * throttle;
|
||||
return torque * AngularVelocity * deltaTime;
|
||||
}
|
||||
|
||||
public float GetActualThrottle()
|
||||
{
|
||||
if (RPM < IdleRPM && Throttle < 0.1f)
|
||||
{
|
||||
float idleThrottle = (IdleRPM - RPM) / 200f;
|
||||
return Math.Clamp(idleThrottle, 0.1f, 0.3f);
|
||||
}
|
||||
return Throttle;
|
||||
}
|
||||
|
||||
public float GetOmega() => MathF.Sqrt(2f * FlywheelEnergy / MomentOfInertia);
|
||||
public float GetRPM() => GetOmega() * PhysicsUtil.RAD_PER_SEC_TO_RPM;
|
||||
|
||||
public float GetEnergyFromRPM(float rpm)
|
||||
{
|
||||
float omega = rpm * PhysicsUtil.RPM_TO_RAD_PER_SEC;
|
||||
return 0.5f * MomentOfInertia * omega * omega;
|
||||
}
|
||||
|
||||
public float GetTorqueOutput() => _torqueCurve.GetTorqueAtRPM(RPM);
|
||||
}
|
||||
|
||||
public class TorqueCurve
|
||||
{
|
||||
private List<(float RPM, float Torque)> _points = new List<(float, float)>();
|
||||
|
||||
public void AddPoint(float rpm, float torque) => _points.Add((rpm, torque));
|
||||
|
||||
public float GetTorqueAtRPM(float rpm)
|
||||
{
|
||||
if (rpm <= 400) return 0;
|
||||
if (_points.Count == 0) return 0;
|
||||
|
||||
var orderedPoints = _points.OrderBy(p => p.RPM).ToList();
|
||||
if (rpm <= orderedPoints.First().RPM) return orderedPoints.First().Torque;
|
||||
if (rpm >= orderedPoints.Last().RPM) return orderedPoints.Last().Torque;
|
||||
|
||||
for (int i = 0; i < orderedPoints.Count - 1; i++)
|
||||
{
|
||||
if (rpm >= orderedPoints[i].RPM && rpm <= orderedPoints[i + 1].RPM)
|
||||
{
|
||||
float t = (rpm - orderedPoints[i].RPM) / (orderedPoints[i + 1].RPM - orderedPoints[i].RPM);
|
||||
return PhysicsUtil.Lerp(orderedPoints[i].Torque, orderedPoints[i + 1].Torque, t);
|
||||
}
|
||||
}
|
||||
|
||||
return 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
7
Car simulation/Core/Components/ICarComponent.cs
Normal file
7
Car simulation/Core/Components/ICarComponent.cs
Normal file
@@ -0,0 +1,7 @@
|
||||
namespace Car_simulation.Core.Components
|
||||
{
|
||||
public interface ICarComponent
|
||||
{
|
||||
void Update(float deltaTime);
|
||||
}
|
||||
}
|
||||
95
Car simulation/Core/Components/WheelSystem.cs
Normal file
95
Car simulation/Core/Components/WheelSystem.cs
Normal file
@@ -0,0 +1,95 @@
|
||||
using Car_simulation.Core.Physics;
|
||||
|
||||
namespace Car_simulation.Core.Components
|
||||
{
|
||||
public class WheelSystem : ICarComponent
|
||||
{
|
||||
// Physical properties
|
||||
public float Radius { get; set; } = 0.3f;
|
||||
public float WheelInertia { get; set; } = 2.0f;
|
||||
public float CarMass { get; set; } = 1500f;
|
||||
public int WheelCount { get; set; } = 4;
|
||||
public int DrivenWheels { get; set; } = 2;
|
||||
|
||||
// State
|
||||
public float TotalEnergy { get; set; } = 0f;
|
||||
public float AngularVelocity => GetOmega();
|
||||
public float RPM => GetRPM();
|
||||
public float CarSpeed => GetCarSpeed();
|
||||
|
||||
// Derived properties
|
||||
public float GetTotalRotationalInertia() => WheelInertia * WheelCount;
|
||||
public float GetEquivalentCarInertia() => CarMass * Radius * Radius;
|
||||
public float GetTotalInertia() => GetTotalRotationalInertia() + GetEquivalentCarInertia();
|
||||
|
||||
// Calculations
|
||||
public float GetOmega()
|
||||
{
|
||||
if (TotalEnergy <= 0 || GetTotalInertia() <= 0) return 0f;
|
||||
return MathF.Sqrt(2f * TotalEnergy / GetTotalInertia());
|
||||
}
|
||||
|
||||
public float GetRPM() => AngularVelocity * PhysicsUtil.RAD_PER_SEC_TO_RPM;
|
||||
public float GetCarSpeed() => AngularVelocity * Radius;
|
||||
|
||||
public float GetRotationalEnergy()
|
||||
{
|
||||
float omega = GetOmega();
|
||||
return 0.5f * GetTotalRotationalInertia() * omega * omega;
|
||||
}
|
||||
|
||||
public float GetTranslationalEnergy()
|
||||
{
|
||||
float speed = GetCarSpeed();
|
||||
return 0.5f * CarMass * speed * speed;
|
||||
}
|
||||
|
||||
public float GetEnergyFromSpeed(float speed)
|
||||
{
|
||||
float omega = speed / Radius;
|
||||
float rotationalEnergy = 0.5f * GetTotalRotationalInertia() * omega * omega;
|
||||
float translationalEnergy = 0.5f * CarMass * speed * speed;
|
||||
return rotationalEnergy + translationalEnergy;
|
||||
}
|
||||
|
||||
public void SetSpeed(float speed) => TotalEnergy = GetEnergyFromSpeed(speed);
|
||||
|
||||
public void ApplyWork(float work)
|
||||
{
|
||||
TotalEnergy += work;
|
||||
TotalEnergy = Math.Max(TotalEnergy, 0);
|
||||
}
|
||||
|
||||
public void ApplyTorque(float torque, float deltaTime)
|
||||
{
|
||||
if (torque == 0) return;
|
||||
float work = torque * AngularVelocity * deltaTime;
|
||||
ApplyWork(work);
|
||||
}
|
||||
|
||||
public void ApplyResistance(float resistanceTorque, float deltaTime)
|
||||
{
|
||||
if (resistanceTorque <= 0 || AngularVelocity == 0) return;
|
||||
|
||||
float omega = AngularVelocity;
|
||||
if (MathF.Abs(omega) < 0.1f) return;
|
||||
|
||||
float resistanceSign = -MathF.Sign(omega);
|
||||
float alpha = (resistanceSign * resistanceTorque) / GetTotalInertia();
|
||||
float omegaNew = omega + alpha * deltaTime;
|
||||
|
||||
if (MathF.Sign(omegaNew) != MathF.Sign(omega))
|
||||
{
|
||||
omegaNew = 0;
|
||||
}
|
||||
|
||||
float energyNew = 0.5f * GetTotalInertia() * omegaNew * omegaNew;
|
||||
TotalEnergy = Math.Max(energyNew, 0);
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
// WheelSystem updates are handled by Car through other components
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user