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FluidSim/Components/Crankshaft.cs

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using System;
namespace FluidSim.Components
{
public class Crankshaft
{
public float AngularVelocity;
public float CrankAngle;
public float PreviousAngle;
public float Inertia = 0.2f;
public float FrictionConstant;
public float FrictionViscous;
public float LastNetTorque { get; private set; }
public float AveragePower { get; private set; }
public float AverageTorque { get; private set; }
private float externalTorque;
private float _loadTorque;
private readonly float[] _powerBuffer;
private int _powerBufIdx, _powerBufCount;
private float _powerBufSum;
private readonly float[] _torqueBuffer;
private int _torqueBufIdx, _torqueBufCount;
private float _torqueBufSum;
/// <summary>Engine cycle length in radians. 4π = fourstroke, 2π = twostroke.</summary>
public float CycleLength { get; set; } = 4f * MathF.PI;
public Crankshaft(float initialRPM = 400f)
{
AngularVelocity = initialRPM * 2f * MathF.PI / 60f;
CrankAngle = 0f;
PreviousAngle = 0f;
_powerBuffer = new float[16384];
_torqueBuffer = new float[16384];
}
public void AddTorque(float torque) => externalTorque += torque;
public void SetLoadTorque(float torque) => _loadTorque = Math.Max(torque, 0f);
private float _effectiveInertia; // if >0, overrides Inertia
public void SetEffectiveInertia(float inertia)
{
_effectiveInertia = inertia;
}
public void Step(float dt)
{
if (float.IsNaN(AngularVelocity) || float.IsInfinity(AngularVelocity))
AngularVelocity = 0f;
if (float.IsNaN(externalTorque) || float.IsInfinity(externalTorque))
externalTorque = 0f;
PreviousAngle = CrankAngle;
float friction = FrictionConstant * MathF.Sign(AngularVelocity)
+ FrictionViscous * AngularVelocity;
float netTorque = externalTorque - friction;
LastNetTorque = netTorque;
float totalNetTorque = netTorque - _loadTorque;
float currentInertia = _effectiveInertia > 0f ? _effectiveInertia : Inertia;
float alpha = totalNetTorque / currentInertia;
AngularVelocity += alpha * dt;
if (AngularVelocity < 0f) AngularVelocity = 0f;
CrankAngle += AngularVelocity * dt;
if (CrankAngle >= CycleLength)
CrankAngle -= CycleLength;
else if (CrankAngle < 0f)
CrankAngle += CycleLength;
// Power averaging
float instantPower = netTorque * AngularVelocity;
if (_powerBufCount == _powerBuffer.Length)
_powerBufSum -= _powerBuffer[_powerBufIdx];
else
_powerBufCount++;
_powerBuffer[_powerBufIdx] = instantPower;
_powerBufSum += instantPower;
_powerBufIdx = (_powerBufIdx + 1) % _powerBuffer.Length;
AveragePower = _powerBufSum / _powerBufCount;
// Torque averaging
if (_torqueBufCount == _torqueBuffer.Length)
_torqueBufSum -= _torqueBuffer[_torqueBufIdx];
else
_torqueBufCount++;
_torqueBuffer[_torqueBufIdx] = netTorque;
_torqueBufSum += netTorque;
_torqueBufIdx = (_torqueBufIdx + 1) % _torqueBuffer.Length;
AverageTorque = _torqueBufSum / _torqueBufCount;
externalTorque = 0f;
}
}
}