Files
Car-Simulation/Car simulation/Core/Models/Car.cs
2026-02-16 18:32:48 +01:00

153 lines
5.2 KiB
C#

using Car_simulation.Core.Components;
using Car_simulation.Core.Physics;
using Car_simulation.Audio;
namespace Car_simulation.Core.Models
{
public class Car
{
// Basic properties
public Vector2 Position = new Vector2(0, 0);
public float Mass { get; set; } = 2000f;
// Inputs
public float ThrottleInput = 0f;
public float BrakeInput = 0f;
public float ClutchInput = 1f;
public bool ForceClutch = false;
public float SteeringInput = 0f;
// Components
public Engine Engine { get; private set; }
public Drivetrain Drivetrain { get; private set; }
public WheelSystem WheelSystem { get; private set; }
public BrakeSystem BrakeSystem { get; private set; }
public Aerodynamics Aerodynamics { get; private set; }
// Derived properties
public Vector2 Velocity => new Vector2(WheelSystem.CarSpeed, 0);
public float Speed => WheelSystem.CarSpeed;
// Audio
private EngineSound _engineSound;
private bool _audioEnabled = true;
public Car()
{
InitializeComponents();
InitializeAudio();
}
private void InitializeComponents()
{
Engine = new Engine();
WheelSystem = new WheelSystem();
WheelSystem.CarMass = Mass;
WheelSystem.WheelCount = 4;
WheelSystem.DrivenWheels = 2;
Drivetrain = new Drivetrain(Engine, WheelSystem);
BrakeSystem = new BrakeSystem(WheelSystem);
Aerodynamics = new Aerodynamics();
}
private void InitializeAudio()
{
try
{
_engineSound = new EngineSound();
_engineSound.SetEngineState(Engine.IdleRPM, 0f);
_engineSound.StartSound();
}
catch (Exception ex)
{
Console.WriteLine($"Audio initialization failed: {ex.Message}");
_audioEnabled = false;
}
}
public List<string> GetDisplayData()
{
return new List<string>
{
$"Engine Energy: {Engine.FlywheelEnergy,7:F0} J",
$"Engine Torque: {Engine.GetTorqueOutput(),7:F0} Nm",
$"Engine RPM: {Engine.RPM,7:F0}",
$"Total Energy: {WheelSystem.TotalEnergy,7:F0} J",
$" (Wheel Rot: {WheelSystem.GetRotationalEnergy(),7:F0} J)",
$" (Car Trans: {WheelSystem.GetTranslationalEnergy(),7:F0} J)",
$"Wheel RPM: {WheelSystem.RPM,7:F0}",
$"Vehicle: {Speed * 3.6f,7:F1} km/h",
$"Throttle: {Engine.GetActualThrottle() * 100,6:F1}%",
$"Power: {Engine.CurrentPower / 1000,6:F1} kW",
$"Transmitted: {Drivetrain.TransmittedPower / 1000,6:F1} kW",
$"Brake: {BrakeInput * 100,6:F1}%",
$"Speed Diff: {Drivetrain.GetSpeedDifferenceRPM(),6:F0} RPM",
$"Clutch: {ClutchInput * 100,6:F1}% disengaged",
$"Clutch T: {Drivetrain.ClutchTorque,6:F0} Nm",
$"Clutch Slip: {Drivetrain.GetClutchSlipPercent(),6:F1}%",
$"Resistance: {CalculateTotalResistanceForce(),6:F1} N",
$"Drag: {CalculateDragForce(),6:F1} N",
$"Rolling: {CalculateRollingResistanceForce(),6:F1} N",
$"Gear: {Drivetrain.GetCurrentGearName(),3} (Ratio: {Drivetrain.GearRatio:F2}:1)"
};
}
public void Update(float deltaTime, float totalTime)
{
// Update inputs
Engine.Throttle = ThrottleInput;
Drivetrain.ClutchEngagement = 1f - ClutchInput;
BrakeSystem.BrakeInput = BrakeInput;
if (ForceClutch)
Drivetrain.ClutchEngagement = 0f;
// Update components
Engine.UpdateWithTime(deltaTime, totalTime);
Drivetrain.Update(deltaTime);
// Apply resistance
float resistanceForce = CalculateTotalResistanceForce();
WheelSystem.ApplyResistance(resistanceForce * WheelSystem.Radius, deltaTime);
// Apply braking
BrakeSystem.Update(deltaTime);
// Update position
Position += Velocity * deltaTime;
// Update audio
if (_audioEnabled)
UpdateAudio();
}
private void UpdateAudio()
{
try
{
float throttle = Engine.GetActualThrottle();
_engineSound.SetEngineState(Engine.RPM, throttle);
}
catch (Exception ex)
{
Console.WriteLine($"Audio update error: {ex.Message}");
}
}
public float CalculateTotalResistanceForce()
{
return Aerodynamics.CalculateTotalResistanceForce(Speed, Mass);
}
public float CalculateDragForce()
{
return Aerodynamics.CalculateDragForce(Speed);
}
public float CalculateRollingResistanceForce()
{
return Aerodynamics.CalculateRollingResistanceForce(Mass);
}
}
}