using System;
namespace FluidSim.Components
{
public class Vehicle
{
// ---- Gearbox ----
public int CurrentGear { get; private set; } = 0;
public readonly float[] GearRatios = { 2.5f, 1.8f, 1.4f, 1.1f, 0.9f, 0.75f };
public float FinalDriveRatio = 3.0f;
public float PrimaryReduction = 2.5f;
// ---- Clutch ----
public float ClutchInput { get; set; }
public float ClutchDisengageTime = 0.15f;
private float _clutchTimer;
private float _currentEngagement = 0f;
/// Time constant for clutch engagement smoothing (seconds).
public float EngagementSmoothTime = 0.5f; // longer, gentler bite
private float TargetEngagement
{
get
{
if (ClutchInput > 0.01f) return 1f - ClutchInput;
if (CurrentGear == 0 || _clutchTimer > 0f) return 0f;
return 1f;
}
}
public float Engagement => _currentEngagement;
// ---- Clutch torque model ----
/// Peak clutch friction torque (Nm) when fully engaged at high RPM.
public float BaseMaxTorque = 80f; // much lower than before
/// Stiffness when slipping (Nm per rad/s). Lower = softer engagement.
public float ClutchStiffness = 50f; // very soft
/// Below this engine RPM, the clutch torque is progressively reduced to prevent stalling.
public float IdleRpm = 1200f;
public float StallPreventionRamp = 300f; // RPM band above idle where torque ramps up
// ---- Physical constants ----
public float Mass = 160f;
public float WheelRadius = 0.32f;
public float DragCoefficient = 0.35f;
public float FrontalArea = 0.8f;
public float AirDensity = 1.225f;
public float RollingFrictionCoeff = 0.01f;
public float Gravity = 9.81f;
// ---- State ----
public float Speed { get; private set; }
public (float clutchTorqueOnEngine, float effectiveEngineInertia) Update(float engineRpm, float engineInertia, float dt)
{
if (_clutchTimer > 0f)
{
_clutchTimer -= dt;
if (_clutchTimer < 0f) _clutchTimer = 0f;
}
float target = TargetEngagement;
float smoothing = 1f - MathF.Exp(-dt / Math.Max(EngagementSmoothTime, 0.001f));
_currentEngagement += (target - _currentEngagement) * smoothing;
if (MathF.Abs(_currentEngagement - target) < 0.001f)
_currentEngagement = target;
float engagement = _currentEngagement;
float totalGear = 1f;
if (CurrentGear > 0)
totalGear = GearRatios[CurrentGear - 1] * FinalDriveRatio * PrimaryReduction;
float engineRadPerSec = engineRpm * 2f * MathF.PI / 60f;
float v = MathF.Max(Speed, 0f);
float drag = 0.5f * AirDensity * DragCoefficient * FrontalArea * v * v;
float rolling = RollingFrictionCoeff * Mass * Gravity;
float resistanceForce = drag + rolling;
float clutchTorque = 0f;
float effectiveInertia = engineInertia;
if (engagement > 0f && CurrentGear > 0)
{
float vehicleReflectedRadPerSec = (Speed / WheelRadius) * totalGear;
float slip = engineRadPerSec - vehicleReflectedRadPerSec;
// Stall prevention: reduce max torque when engine RPM is near idle
float torqueLimit = BaseMaxTorque * engagement;
if (engineRpm < IdleRpm + StallPreventionRamp)
{
float factor = Math.Clamp((engineRpm - IdleRpm) / StallPreventionRamp, 0f, 1f);
torqueLimit *= factor;
}
float stiffnessTorque = ClutchStiffness * engagement * slip;
clutchTorque = Math.Clamp(stiffnessTorque, -torqueLimit, torqueLimit);
// Lock if slip negligible and engagement high
if (engagement >= 0.99f && MathF.Abs(slip) < 1.0f)
{
float vehicleInertia = Mass * WheelRadius * WheelRadius;
float reflectedVehicleInertia = vehicleInertia / (totalGear * totalGear);
effectiveInertia = engineInertia + reflectedVehicleInertia;
Speed = engineRadPerSec * WheelRadius / totalGear;
float loadTorque = resistanceForce * WheelRadius / totalGear;
return (loadTorque, effectiveInertia);
}
}
float driveTorqueAtWheel = clutchTorque * totalGear;
float driveForce = driveTorqueAtWheel / WheelRadius;
float netForce = driveForce - resistanceForce;
float acceleration = netForce / Mass;
Speed += acceleration * dt;
if (Speed < 0f) Speed = 0f;
return (clutchTorque, engineInertia);
}
public void ShiftUp()
{
if (CurrentGear < GearRatios.Length)
{
CurrentGear++;
AutoDisengageClutch();
}
}
public void ShiftDown()
{
if (CurrentGear > 1)
{
CurrentGear--;
AutoDisengageClutch();
}
}
public void SetNeutral()
{
CurrentGear = 0;
_clutchTimer = 0f;
}
public void SetFirstGear()
{
if (CurrentGear == 0)
{
CurrentGear = 1;
AutoDisengageClutch();
}
}
private void AutoDisengageClutch()
{
_clutchTimer = ClutchDisengageTime;
}
public float SpeedKmh => Speed * 3.6f;
}
}