major rework

This commit is contained in:
max
2026-02-16 18:32:48 +01:00
parent bbd82da07e
commit 932734e5b4
24 changed files with 1706 additions and 893 deletions

View 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
}
}
}