major rework
This commit is contained in:
163
Car simulation/Core/Components/Engine.cs
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163
Car simulation/Core/Components/Engine.cs
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using Car_simulation.Core.Physics;
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namespace Car_simulation.Core.Components
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{
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public class Engine : ICarComponent
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{
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// Energy state
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public float FlywheelEnergy { get; set; }
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// Physical properties
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public float MomentOfInertia { get; set; } = 0.25f;
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public float IdleRPM { get; set; } = 800f;
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public float RevLimit { get; set; } = 7000;
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public float StallSpeed { get; set; } = 200f;
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public float Throttle { get; set; } = 0f;
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public bool IsRunning => RPM > StallSpeed;
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private float _cutoffUntil = 0;
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private bool _cutoff = false;
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// Torque curve
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private TorqueCurve _torqueCurve;
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public Engine()
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{
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FlywheelEnergy = GetEnergyFromRPM(IdleRPM);
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_torqueCurve = new TorqueCurve();
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InitializeDefaultCurve();
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}
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private void InitializeDefaultCurve()
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{
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_torqueCurve.AddPoint(0f, 0f);
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_torqueCurve.AddPoint(800f, 95f);
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_torqueCurve.AddPoint(1500f, 160f);
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_torqueCurve.AddPoint(2500f, 200f);
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_torqueCurve.AddPoint(4000f, 235f);
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_torqueCurve.AddPoint(5000f, 230f);
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_torqueCurve.AddPoint(6000f, 210f);
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_torqueCurve.AddPoint(6800f, 185f);
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_torqueCurve.AddPoint(7200f, 170f);
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}
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public float RPM => GetRPM();
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public float AngularVelocity => GetOmega();
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public float CurrentPower { get; private set; }
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public void Update(float deltaTime)
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{
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// Engine updates are now handled through Car with totalTime parameter
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}
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public void UpdateWithTime(float deltaTime, float totalTime)
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{
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UpdateRevLimiter(totalTime);
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float combustionEnergy = CalculateCombustionPower(deltaTime);
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float frictionLoss = CalculateFrictionLoss(deltaTime);
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float netEnergy = combustionEnergy - frictionLoss;
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CurrentPower = netEnergy / deltaTime;
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FlywheelEnergy += netEnergy;
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// Stall protection
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float stallEnergy = GetEnergyFromRPM(StallSpeed);
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if (FlywheelEnergy < stallEnergy && Throttle > 0.1f)
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{
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FlywheelEnergy = stallEnergy * 1.2f;
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}
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FlywheelEnergy = Math.Max(FlywheelEnergy, 0);
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}
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private void UpdateRevLimiter(float totalTime)
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{
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if (RPM > RevLimit)
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{
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_cutoffUntil = totalTime + 0.01f;
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}
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_cutoff = (totalTime < _cutoffUntil);
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}
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private float CalculateFrictionLoss(float deltaTime)
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{
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float frictionTorque = GetFrictionTorque();
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float frictionPower = frictionTorque * AngularVelocity;
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return frictionPower * deltaTime;
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}
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private float GetFrictionTorque()
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{
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return RPM switch
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{
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< 500 => 15f,
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< 1000 => 14f,
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< 2000 => 16f,
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< 3000 => 18f,
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< 4000 => 21f,
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< 5000 => 25f,
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< 6000 => 30f,
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< 7000 => 36f,
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_ => 44f
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};
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}
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private float CalculateCombustionPower(float deltaTime)
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{
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float throttle = GetActualThrottle();
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if (_cutoff) throttle = 0;
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float torque = GetTorqueOutput() * throttle;
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return torque * AngularVelocity * deltaTime;
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}
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public float GetActualThrottle()
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{
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if (RPM < IdleRPM && Throttle < 0.1f)
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{
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float idleThrottle = (IdleRPM - RPM) / 200f;
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return Math.Clamp(idleThrottle, 0.1f, 0.3f);
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}
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return Throttle;
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}
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public float GetOmega() => MathF.Sqrt(2f * FlywheelEnergy / MomentOfInertia);
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public float GetRPM() => GetOmega() * PhysicsUtil.RAD_PER_SEC_TO_RPM;
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public float GetEnergyFromRPM(float rpm)
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{
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float omega = rpm * PhysicsUtil.RPM_TO_RAD_PER_SEC;
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return 0.5f * MomentOfInertia * omega * omega;
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}
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public float GetTorqueOutput() => _torqueCurve.GetTorqueAtRPM(RPM);
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}
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public class TorqueCurve
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{
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private List<(float RPM, float Torque)> _points = new List<(float, float)>();
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public void AddPoint(float rpm, float torque) => _points.Add((rpm, torque));
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public float GetTorqueAtRPM(float rpm)
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{
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if (rpm <= 400) return 0;
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if (_points.Count == 0) return 0;
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var orderedPoints = _points.OrderBy(p => p.RPM).ToList();
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if (rpm <= orderedPoints.First().RPM) return orderedPoints.First().Torque;
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if (rpm >= orderedPoints.Last().RPM) return orderedPoints.Last().Torque;
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for (int i = 0; i < orderedPoints.Count - 1; i++)
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{
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if (rpm >= orderedPoints[i].RPM && rpm <= orderedPoints[i + 1].RPM)
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{
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float t = (rpm - orderedPoints[i].RPM) / (orderedPoints[i + 1].RPM - orderedPoints[i].RPM);
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return PhysicsUtil.Lerp(orderedPoints[i].Torque, orderedPoints[i + 1].Torque, t);
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}
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}
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return 0f;
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}
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}
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}
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