221 lines
7.9 KiB
C#
221 lines
7.9 KiB
C#
using static SFML.Window.Mouse;
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namespace Car_simulation
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{
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public class Car
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{
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public Vector2 Position = new Vector2(0, 0);
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public Vector2 Velocity = new Vector2(0, 0);
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public float Speed => Velocity.Length;
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public float Mass = 1500f; // kg
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public int WheelCount = 4;
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public int DrivenWheels = 2;
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public float ThrottleInput = 0f;
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public float BrakeInput = 0f;
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public float ClutchInput = 1f; // 0 = engaged, 1 = disengaged
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public bool ForceClutch = false;
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public float SteeringInput = 0f;
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// Aerodynamics
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private const float AirDensity = 1.225f;
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public float DragCoefficient = 0.1f;
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public float FrontalArea = 2.2f; // m²
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public float RollingResistanceCoefficient = 0.015f;
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// Components
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public Engine Engine;
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public Drivetrain Drivetrain;
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public WheelSystem WheelSystem;
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private EngineSound _engineSound;
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private bool _audioEnabled = true;
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public Car()
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{
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Engine = new Engine();
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WheelSystem = new WheelSystem();
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Drivetrain = new Drivetrain(Engine, WheelSystem);
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// Initial setup
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WheelSystem.WheelCount = WheelCount;
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WheelSystem.DrivenWheels = DrivenWheels;
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InitializeAudio();
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}
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private void InitializeAudio()
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{
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try
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{
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_engineSound = new EngineSound();
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_engineSound.SetEngineState(Engine.IdleRPM, 0f);
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_engineSound.StartSound();
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}
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catch (Exception ex)
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{
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Console.WriteLine($"Audio initialization failed: {ex.Message}");
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_audioEnabled = false;
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}
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}
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public void Update(float deltaTime)
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{
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Engine.Throttle = ThrottleInput;
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Drivetrain.ClutchEngagement = 1f - ClutchInput; // Convert: 0 input = 1 engagement
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if (ForceClutch)
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Drivetrain.ClutchEngagement = 0f;
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float resistanceTorque = CalculateResistanceTorque();
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WheelSystem.ResistanceTorque = resistanceTorque;
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Drivetrain.Update(deltaTime);
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WheelSystem.ApplyResistance(deltaTime);
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float engineLoad = Drivetrain.CalculateEngineLoad(deltaTime);
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Engine.Update(deltaTime, engineLoad);
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UpdateVehicleMotion(deltaTime);
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ApplyBraking(deltaTime);
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if (_audioEnabled)
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{
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UpdateAudio();
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}
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}
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private void UpdateAudio()
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{
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try
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{
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float throttle = Engine.GetActualThrottle();
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_engineSound.SetEngineState(Engine.RPM, throttle);
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}
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catch (Exception ex)
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{
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Console.WriteLine($"Audio update error: {ex.Message}");
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}
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}
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private void UpdateVehicleMotion(float deltaTime)
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{
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// Calculate net force
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float tractiveForce = CalculateTractiveForce();
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float resistanceForce = CalculateTotalResistanceForce();
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float netForce = tractiveForce - resistanceForce;
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// Calculate acceleration: a = F / m
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float acceleration = netForce / Mass;
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// Update velocity: v = v₀ + a·Δt
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if (Velocity.Length > 0)
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{
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Vector2 direction = Velocity.Normalized();
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float newSpeed = Velocity.Length + acceleration * deltaTime;
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newSpeed = Math.Max(newSpeed, 0); // Don't go backwards without reverse gear
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Velocity = direction * newSpeed;
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}
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else
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{
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// Starting from standstill
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Velocity = new Vector2(acceleration * deltaTime, 0);
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}
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Position += Velocity * deltaTime;
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// Sync wheel speed with actual vehicle speed (with slip allowance)
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float currentWheelSpeed = Velocity.Length;
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WheelSystem.SetSpeed(currentWheelSpeed);
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}
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private float CalculateTractiveForce()
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{
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// 1. Get the torque available at the wheels
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float wheelTorque = Drivetrain.ClutchTorque * Drivetrain.Efficiency;
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// 2. Convert torque to theoretical force: F = τ / r
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float theoreticalForce = wheelTorque / WheelSystem.Radius;
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// 3. Account for weight distribution and driven wheels
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// Normal load on driven wheels = (DrivenWheels / WheelCount) * Weight
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float drivenWheelNormalLoad = (DrivenWheels / (float)WheelCount) * Mass * 9.81f;
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// 4. Calculate maximum tractive force based on friction (tire grip)
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float frictionCoefficient = 1.2f; // Typical tire on dry asphalt
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float maxTractiveForce = drivenWheelNormalLoad * frictionCoefficient;
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// 5. Limit the force by what the tires can actually grip
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// Also handle direction (forward/reverse)
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if (theoreticalForce > 0)
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{
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return Math.Min(theoreticalForce, maxTractiveForce);
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}
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else
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{
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// For reverse or engine braking
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return Math.Max(theoreticalForce, -maxTractiveForce);
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}
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}
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private void ApplyBraking(float deltaTime)
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{
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if (BrakeInput <= 0) return;
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float brakeTorque = BrakeInput * 500f; // 500 Nm max brake torque
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WheelSystem.ApplyTorque(-brakeTorque, deltaTime);
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}
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public float CalculateTotalResistanceForce()
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{
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float dragForce = CalculateDragForce();
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float rollingForce = CalculateRollingResistanceForce();
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return dragForce + rollingForce;
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}
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private float CalculateDragForce()
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{
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// F_drag = 0.5 * ρ * Cd * A * v²
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float speed = Speed;
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return 0.5f * AirDensity * DragCoefficient * FrontalArea * speed * speed;
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}
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private float CalculateRollingResistanceForce()
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{
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// F_rolling = C_r * m * g
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return RollingResistanceCoefficient * Mass * 9.81f;
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}
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// Convert resistance force to wheel torque
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public float CalculateResistanceTorque()
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{
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float totalForce = CalculateTotalResistanceForce();
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return totalForce * WheelSystem.Radius;
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}
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public void DisplayUpdate()
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{
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Console.SetCursorPosition(0, 0);
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Console.WriteLine($"Engine Energy: {Engine.FlywheelEnergy,7:F0} J");
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Console.WriteLine($"Engine Torque: {Engine.GetTorqueOutput(),7:F0} Nm");
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Console.WriteLine($"Engine RPM: {Engine.RPM,7:F0}");
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Console.WriteLine($"Wheel Energy: {WheelSystem.WheelEnergy,7:F0} J");
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Console.WriteLine($"Wheel RPM: {WheelSystem.RPM,7:F0}");
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Console.WriteLine($"Vehicle: {Speed * 3.6f,7:F1} km/h");
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Console.WriteLine($"Throttle: {Engine.GetActualThrottle() * 100,6:F1}%");
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Console.WriteLine($"Power: {Engine.CurrentPower / 1000,6:F1} kW");
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Console.WriteLine($"Transmitted: {Drivetrain.TransmittedPower / 1000,6:F1} kW");
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Console.WriteLine($"Brake: {BrakeInput * 100,6:F1}%");
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Console.WriteLine($"Clutch: {ClutchInput * 100,6:F1}% disengaged");
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Console.WriteLine($"Speed Diff: {Drivetrain.GetSpeedDifferenceRPM(),6:F0} RPM");
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Console.WriteLine($"Clutch T: {Drivetrain.ClutchTorque,6:F0} Nm");
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Console.WriteLine($"Resistance: {CalculateTotalResistanceForce(),6:F1} N");
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Console.WriteLine($"Drag: {CalculateDragForce(),6:F1} N");
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Console.WriteLine($"Rolling: {CalculateRollingResistanceForce(),6:F1} N");
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Console.WriteLine($"Gear: {Drivetrain.GetCurrentGearName(),3} (Ratio: {Drivetrain.GearRatio:F2}:1)");
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}
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}
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} |