Energy based changes
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@@ -4,27 +4,43 @@
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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 float WheelInertia { get; set; } = 2.0f; // kg·m² per wheel
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public float CarMass { get; set; } = 1500f; // kg - Car mass integrated into wheel system
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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 TotalEnergy { get; set; } = 0f; // Joules (rotational + translational)
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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 CarSpeed => GetCarSpeed(); // Now returns actual car speed
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public float ResistanceTorque { get; set; } = 0f;
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// Calculations
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public float GetTotalRotationalInertia()
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{
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return WheelInertia * WheelCount;
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}
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public float GetEquivalentCarInertia()
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{
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// Convert car mass to equivalent rotational inertia at wheels
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// I = m * r² (from v = ω * r, so KE_translational = 0.5 * m * v² = 0.5 * m * (ωr)² = 0.5 * m * r² * ω²)
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return CarMass * Radius * Radius;
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}
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public float GetTotalInertia()
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{
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return Inertia * WheelCount;
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// Total inertia = rotational inertia of wheels + equivalent inertia of car mass
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return GetTotalRotationalInertia() + GetEquivalentCarInertia();
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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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if (TotalEnergy <= 0 || GetTotalInertia() <= 0) return 0f;
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return MathF.Sqrt(2f * TotalEnergy / GetTotalInertia());
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}
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public float GetRPM()
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@@ -32,27 +48,46 @@
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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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public float GetCarSpeed()
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{
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// v = ω * r (no slip assumed for base calculation)
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return AngularVelocity * Radius;
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}
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public float GetRotationalEnergy()
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{
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// Just the energy from wheel rotation
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float omega = GetOmega();
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return 0.5f * GetTotalRotationalInertia() * omega * omega;
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}
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public float GetTranslationalEnergy()
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{
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// Just the energy from car motion
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float speed = GetCarSpeed();
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return 0.5f * CarMass * speed * speed;
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}
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public float GetEnergyFromSpeed(float speed)
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{
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// Calculate total energy for given car speed
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// Total energy = rotational energy of wheels + translational energy of car
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float omega = speed / Radius;
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return 0.5f * GetTotalInertia() * omega * omega;
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float rotationalEnergy = 0.5f * GetTotalRotationalInertia() * omega * omega;
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float translationalEnergy = 0.5f * CarMass * speed * speed;
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return rotationalEnergy + translationalEnergy;
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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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TotalEnergy = GetEnergyFromSpeed(speed);
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}
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// Apply work to the wheels
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// Apply work to the entire system (wheels + car)
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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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TotalEnergy += work;
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TotalEnergy = Math.Max(TotalEnergy, 0);
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}
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public void ApplyTorque(float torque, float deltaTime)
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@@ -70,8 +105,7 @@
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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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// Static friction - return without applying resistance to allow startup
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return;
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}
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@@ -86,7 +120,7 @@
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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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TotalEnergy = Math.Max(energyNew, 0);
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}
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}
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}
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