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92
Car simulation/WheelSystem.cs
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92
Car simulation/WheelSystem.cs
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namespace Car_simulation
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{
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public class WheelSystem
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{
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// Physical properties
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public float Radius { get; set; } = 0.3f; // meters
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public float Inertia { get; set; } = 2.0f; // kg·m² per wheel
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public int WheelCount { get; set; } = 4;
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public int DrivenWheels { get; set; } = 2; // 2WD
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// State
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public float WheelEnergy { get; set; } = 0f; // Joules
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public float AngularVelocity => GetOmega();
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public float RPM => GetRPM();
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public float Speed => GetSpeed();
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public float ResistanceTorque { get; set; } = 0f;
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// Calculations
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public float GetTotalInertia()
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{
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return Inertia * WheelCount;
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}
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public float GetOmega()
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{
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if (WheelEnergy <= 0 || GetTotalInertia() <= 0) return 0f;
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return MathF.Sqrt(2f * WheelEnergy / GetTotalInertia());
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}
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public float GetRPM()
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{
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return AngularVelocity * PhysicsUtil.RAD_PER_SEC_TO_RPM;
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}
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public float GetSpeed()
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{
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return AngularVelocity * Radius;
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}
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public float GetEnergyFromSpeed(float speed)
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{
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float omega = speed / Radius;
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return 0.5f * GetTotalInertia() * omega * omega;
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}
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public void SetSpeed(float speed)
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{
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WheelEnergy = GetEnergyFromSpeed(speed);
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}
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// Apply work to the wheels
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public void ApplyWork(float work)
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{
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WheelEnergy += work;
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WheelEnergy = Math.Max(WheelEnergy, 0);
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}
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public void ApplyTorque(float torque, float deltaTime)
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{
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if (torque == 0) return;
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float work = torque * AngularVelocity * deltaTime;
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ApplyWork(work);
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}
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public void ApplyResistance(float deltaTime)
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{
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if (ResistanceTorque <= 0 || AngularVelocity == 0) return;
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float omega = AngularVelocity;
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if (MathF.Abs(omega) < 0.1f)
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{
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// Check if we have enough torque to overcome static friction
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// For now, just return without applying resistance to allow startup
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return;
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}
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float resistanceSign = -MathF.Sign(omega);
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float alpha = (resistanceSign * ResistanceTorque) / GetTotalInertia();
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float omegaNew = omega + alpha * deltaTime;
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if (MathF.Sign(omegaNew) != MathF.Sign(omega))
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{
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omegaNew = 0;
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}
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float energyNew = 0.5f * GetTotalInertia() * omegaNew * omegaNew;
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WheelEnergy = Math.Max(energyNew, 0);
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}
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}
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}
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