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