52 lines
1.6 KiB
C#
52 lines
1.6 KiB
C#
using System;
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namespace FluidSim.Components
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{
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public class Crankshaft
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{
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public float AngularVelocity; // rad/s
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public float CrankAngle; // rad, 0 … 4π
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public float PreviousAngle;
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public float Inertia = 0.2f;
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public float FrictionConstant; // N·m
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public float FrictionViscous; // N·m per rad/s
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private float externalTorque;
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public Crankshaft(float initialRPM = 400f)
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{
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AngularVelocity = initialRPM * 2f * MathF.PI / 60f;
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CrankAngle = 0f;
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PreviousAngle = 0f;
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}
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public void AddTorque(float torque) => externalTorque += torque;
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public void Step(float dt)
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{
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if (float.IsNaN(AngularVelocity) || float.IsInfinity(AngularVelocity))
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AngularVelocity = 0f;
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if (float.IsNaN(externalTorque) || float.IsInfinity(externalTorque))
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externalTorque = 0f;
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PreviousAngle = CrankAngle;
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float friction = FrictionConstant * MathF.Sign(AngularVelocity)
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+ FrictionViscous * AngularVelocity;
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float netTorque = externalTorque - friction;
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float alpha = netTorque / Inertia;
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AngularVelocity += alpha * dt;
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if (AngularVelocity < 0f) AngularVelocity = 0f;
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CrankAngle += AngularVelocity * dt;
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if (CrankAngle >= 4f * MathF.PI)
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CrankAngle -= 4f * MathF.PI;
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else if (CrankAngle < 0f)
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CrankAngle += 4f * MathF.PI;
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externalTorque = 0f;
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}
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}
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} |