new powertrain смерть чуркам
This commit is contained in:
49
Code/Base/Powertrain/Clutch.cs
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49
Code/Base/Powertrain/Clutch.cs
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@@ -0,0 +1,49 @@
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using Sandbox;
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using System;
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namespace VeloX.Powertrain;
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public class Clutch : PowertrainComponent
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{
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[Property] public override float Inertia { get; set; } = 0.002f;
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[Property] public float SlipTorque { get; set; } = 1000f;
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public float Pressing { get; set; } = 1; // todo
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public override float QueryInertia()
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{
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if ( !HasOutput )
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return Inertia;
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return Inertia + Output.QueryInertia() * Pressing;
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}
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public override float QueryAngularVelocity( float angularVelocity )
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{
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this.angularVelocity = angularVelocity;
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if ( !HasOutput )
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return angularVelocity;
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float outputW = Output.QueryAngularVelocity( angularVelocity ) * Pressing;
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float inputW = angularVelocity * (1 - Pressing);
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return outputW + inputW;
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}
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public override float ForwardStep( float torque, float inertia )
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{
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if ( !HasOutput )
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return torque;
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Torque = Math.Clamp( torque, -SlipTorque, SlipTorque );
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Torque = torque * (1 - (1 - MathF.Pow( Pressing, 0.3f )));
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float returnTorque = Output.ForwardStep( Torque, inertia * Pressing + Inertia ) * Pressing;
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return Math.Clamp( returnTorque, -SlipTorque, SlipTorque );
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}
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}
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79
Code/Base/Powertrain/Differential/BaseDifferential.cs
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79
Code/Base/Powertrain/Differential/BaseDifferential.cs
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@@ -0,0 +1,79 @@
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using Sandbox;
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using System;
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namespace VeloX.Powertrain;
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[Category( "VeloX/Powertrain/Gearbox" )]
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public abstract class BaseDifferential : PowertrainComponent
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{
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[Property] public float FinalDrive { get; set; } = 3.392f;
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[Property] public override float Inertia { get; set; } = 0.01f;
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//[Property] public float CoastRamp { get; set; } = 1f;
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//[Property] public float PowerRamp { get; set; } = 1f;
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//[Property] public float Stiffness { get; set; } = 0.1f;
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//[Property] public float SlipTorque { get; set; } = 0f;
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//[Property] public float SteerLock { get; set; } = 45f;
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/// <summary>
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/// The PowertrainComponent this component will output to.
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/// </summary>
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[Property]
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public PowertrainComponent OutputB
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{
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get => _outputb;
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set
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{
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if ( value == this )
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{
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_outputb = null;
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return;
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}
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_outputb = value;
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if ( _outputb != null )
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_outputb.Input = this;
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}
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}
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private PowertrainComponent _outputb;
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public override bool HasOutput => Output.IsValid() && OutputB.IsValid();
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public override float QueryAngularVelocity( float angularVelocity )
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{
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this.angularVelocity = angularVelocity;
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if ( !HasOutput )
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return angularVelocity;
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float aW = Output.QueryAngularVelocity( angularVelocity );
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float bW = OutputB.QueryAngularVelocity( angularVelocity );
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return (aW + bW) * FinalDrive * 0.5f;
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}
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public abstract void SplitTorque( float aW, float bW, float aI, float bI, out float tqA, out float tqB );
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public override float ForwardStep( float torque, float inertia )
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{
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if ( !HasOutput )
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return torque;
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float aW = Output.QueryAngularVelocity( angularVelocity );
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float bW = OutputB.QueryAngularVelocity( angularVelocity );
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float aI = Output.QueryInertia();
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float bI = OutputB.QueryInertia();
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Torque = torque * FinalDrive;
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SplitTorque( aW, bW, aI, bI, out float tqA, out float tqB );
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tqA = Output.ForwardStep( tqA, inertia * 0.5f * MathF.Pow( FinalDrive, 2 ) + aI );
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tqB = OutputB.ForwardStep( tqB, inertia * 0.5f * MathF.Pow( FinalDrive, 2 ) + bI );
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return tqA + tqB;
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}
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}
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13
Code/Base/Powertrain/Differential/OpenDifferential.cs
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13
Code/Base/Powertrain/Differential/OpenDifferential.cs
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@@ -0,0 +1,13 @@
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using Sandbox;
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namespace VeloX.Powertrain;
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public class OpenDifferential : BaseDifferential
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{
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[Property] public float BiasAB { get; set; } = 0.5f;
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public override void SplitTorque( float aW, float bW, float aI, float bI, out float tqA, out float tqB )
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{
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tqA = Torque * (1 - BiasAB);
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tqB = Torque * BiasAB;
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}
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}
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101
Code/Base/Powertrain/Engine.cs
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101
Code/Base/Powertrain/Engine.cs
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@@ -0,0 +1,101 @@
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using Sandbox;
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using System;
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namespace VeloX.Powertrain;
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public class Engine : PowertrainComponent
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{
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[Property, Group( "Settings" )] public float IdleRPM { get; set; } = 900f;
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[Property, Group( "Settings" )] public float MaxRPM { get; set; } = 7000f;
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[Property, Group( "Settings" )] public override float Inertia { get; set; } = 0.151f;
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[Property, Group( "Settings" )] public float StartFriction { get; set; } = 50f;
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[Property, Group( "Settings" )] public float FrictionCoeff { get; set; } = 0.02f;
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[Property, Group( "Settings" )] public float LimiterDuration { get; set; } = 0.05f;
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[Property, Group( "Settings" )] public Curve TorqueMap { get; set; }
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[Property, Group( "Settings" )] public EngineStream Stream { get; set; }
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[Sync] public float Throttle { get; internal set; }
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[Property] public bool IsRedlining => !limiterTimer;
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[Property] public float RPMPercent => Math.Clamp( (RPM - IdleRPM) / (MaxRPM - IdleRPM), 0, 1 );
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private float masterThrottle;
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private TimeUntil limiterTimer;
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private float finalTorque;
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private EngineStreamPlayer StreamPlayer;
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protected override void OnStart()
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{
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base.OnStart();
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StreamPlayer = new( Stream );
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}
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private float GenerateTorque()
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{
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float throttle = Throttle;
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float rpm = RPM;
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float friction = StartFriction - rpm * FrictionCoeff;
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float maxInitialTorque = TorqueMap.Evaluate( RPMPercent ) - friction;
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float idleFadeStart = Math.Clamp( MathX.Remap( rpm, IdleRPM - 300, IdleRPM, 1, 0 ), 0, 1 );
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float idleFadeEnd = Math.Clamp( MathX.Remap( rpm, IdleRPM, IdleRPM + 600, 1, 0 ), 0, 1 );
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float additionalEnergySupply = idleFadeEnd * (-friction / maxInitialTorque) + idleFadeStart;
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if ( rpm > MaxRPM )
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{
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throttle = 0;
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limiterTimer = LimiterDuration;
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}
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else if ( !limiterTimer )
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throttle = 0;
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masterThrottle = Math.Clamp( additionalEnergySupply + throttle, 0, 1 );
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float realInitialTorque = maxInitialTorque * masterThrottle;
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Torque = realInitialTorque + friction;
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return Torque;
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}
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public override float ForwardStep( float _, float __ )
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{
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if ( !HasOutput )
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{
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angularVelocity += GenerateTorque() / Inertia * Time.Delta;
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angularVelocity = Math.Max( angularVelocity, 0 );
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return 0;
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}
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float outputInertia = Output.QueryInertia();
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float inertiaSum = Inertia + outputInertia;
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float outputW = Output.QueryAngularVelocity( angularVelocity );
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float targetW = Inertia / inertiaSum * angularVelocity + outputInertia / inertiaSum * outputW;
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float generatedTorque = GenerateTorque();
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float reactTorque = (targetW - angularVelocity) * Inertia / Time.Delta;
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float returnedTorque = Output.ForwardStep( generatedTorque - reactTorque, Inertia );
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finalTorque = generatedTorque + reactTorque + returnedTorque;
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angularVelocity += finalTorque / inertiaSum * Time.Delta;
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angularVelocity = Math.Max( angularVelocity, 0 );
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UpdateStream();
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return finalTorque;
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}
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private void UpdateStream()
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{
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if ( StreamPlayer is null )
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return;
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StreamPlayer.Throttle = Throttle;
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StreamPlayer.RPMPercent = RPMPercent;
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StreamPlayer.EngineState = EngineState.Running;
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StreamPlayer.IsRedlining = IsRedlining;
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StreamPlayer.Update( Time.Delta, WorldPosition );
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}
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}
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45
Code/Base/Powertrain/Gearbox/BaseGearbox.cs
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45
Code/Base/Powertrain/Gearbox/BaseGearbox.cs
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@@ -0,0 +1,45 @@
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using Sandbox;
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using System;
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namespace VeloX.Powertrain;
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[Category( "VeloX/Powertrain/Gearbox" )]
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public abstract class BaseGearbox : PowertrainComponent
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{
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[Property] public override float Inertia { get; set; } = 0.01f;
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protected float ratio;
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public override float QueryInertia()
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{
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if ( !HasOutput || ratio == 0 )
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return Inertia;
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return Inertia + Output.QueryInertia() / MathF.Pow( ratio, 2 );
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}
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public override float QueryAngularVelocity( float angularVelocity )
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{
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this.angularVelocity = angularVelocity;
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if ( !HasOutput || ratio == 0 )
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return angularVelocity;
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return Output.QueryAngularVelocity( angularVelocity ) * ratio;
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}
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public override float ForwardStep( float torque, float inertia )
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{
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Torque = torque * ratio;
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if ( !HasOutput )
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return torque;
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if ( ratio == 0 )
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{
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Output.ForwardStep( 0, Inertia * 0.5f );
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return torque;
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}
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return Output.ForwardStep( Torque, (inertia + Inertia) * MathF.Pow( ratio, 2 ) ) / ratio;
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}
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}
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52
Code/Base/Powertrain/Gearbox/ManualGearbox.cs
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52
Code/Base/Powertrain/Gearbox/ManualGearbox.cs
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@@ -0,0 +1,52 @@
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using Sandbox;
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namespace VeloX.Powertrain;
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public class ManualGearbox : BaseGearbox
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{
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[Property] public float[] Ratios { get; set; } = [3.626f, 2.200f, 1.541f, 1.213f, 1.000f, 0.767f];
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[Property] public float Reverse { get; set; } = 3.4f;
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[Property, InputAction] public string ForwardAction { get; set; } = "Attack1";
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[Property, InputAction] public string BackwardAction { get; set; } = "Attack2";
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private int gear;
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protected void SetGear( int gear )
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{
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if ( gear < -1 || gear >= Ratios.Length )
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return;
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this.gear = gear;
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RecalcRatio();
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}
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private void RecalcRatio()
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{
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if ( gear == -1 )
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ratio = -Reverse;
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else if ( gear == 0 )
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ratio = 0;
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else
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ratio = Ratios[gear - 1];
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}
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public void Shift( int dir )
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{
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SetGear( gear + dir );
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}
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private void InputResolve()
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{
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if ( Sandbox.Input.Pressed( ForwardAction ) )
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Shift( 1 );
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else if ( Sandbox.Input.Pressed( BackwardAction ) )
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Shift( -1 );
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}
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public override float ForwardStep( float torque, float inertia )
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{
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InputResolve();
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return base.ForwardStep( torque, inertia );
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}
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}
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29
Code/Base/Powertrain/PowerWheel.cs
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29
Code/Base/Powertrain/PowerWheel.cs
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@@ -0,0 +1,29 @@
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using Sandbox;
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using System;
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namespace VeloX.Powertrain;
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public class PowerWheel : PowertrainComponent
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{
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[Property] public VeloXWheel Wheel { get; set; }
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public override float QueryInertia() => Wheel.Inertia;
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public override float QueryAngularVelocity( float angularVelocity )
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{
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return Wheel.AngularVelocity;
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}
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public override float ForwardStep( float torque, float inertia )
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{
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Wheel.AutoPhysics = false;
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Wheel.Torque = torque;
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Wheel.Brake = Vehicle.Brake;
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Wheel.DoPhysics( Vehicle );
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angularVelocity = Wheel.AngularVelocity;
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return Wheel.CounterTorque;
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}
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}
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100
Code/Base/Powertrain/PowertrainComponent.cs
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100
Code/Base/Powertrain/PowertrainComponent.cs
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@@ -0,0 +1,100 @@
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using Sandbox;
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using System;
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namespace VeloX.Powertrain;
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public abstract class PowertrainComponent : Component
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{
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protected override void OnAwake()
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{
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Vehicle ??= Components.Get<VeloXBase>( FindMode.EverythingInSelfAndAncestors );
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}
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public const float RAD_TO_RPM = 60f / MathF.Tau;
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public const float RPM_TO_RAD = 1 / (60 / MathF.Tau);
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public const float UNITS_PER_METER = 39.37f;
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public const float UNITS_TO_METERS = 0.01905f;
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public const float KG_TO_N = 9.80665f;
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public const float KG_TO_KN = 0.00980665f;
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[Property] public VeloXBase Vehicle { get; set; }
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[Property] public virtual float Inertia { get; set; } = 0.02f;
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/// <summary>
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/// Input component. Set automatically.
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/// </summary>
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[Property]
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public PowertrainComponent Input
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{
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get => _input;
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set
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{
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if ( value == null || value == this )
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{
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_input = null;
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return;
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}
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_input = value;
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}
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}
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private PowertrainComponent _input;
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public int InputNameHash;
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/// <summary>
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/// The PowertrainComponent this component will output to.
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/// </summary>
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[Property]
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public PowertrainComponent Output
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{
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get => _output;
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set
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{
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if ( value == this )
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{
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_output = null;
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return;
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}
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_output = value;
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if ( _output != null )
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_output.Input = this;
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}
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}
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private PowertrainComponent _output;
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public float RPM => angularVelocity * RAD_TO_RPM;
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protected float angularVelocity;
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protected float Torque;
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public virtual bool HasOutput => Output.IsValid();
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public virtual float QueryInertia()
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{
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if ( !HasOutput )
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return Inertia;
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return Inertia + Output.QueryInertia();
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}
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public virtual float QueryAngularVelocity( float angularVelocity )
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{
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if ( !HasOutput )
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return angularVelocity;
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return Output.QueryAngularVelocity( angularVelocity );
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}
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public virtual float ForwardStep( float torque, float inertia )
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{
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if ( !HasOutput )
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return Torque;
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return Output.ForwardStep( Torque, inertia + Inertia );
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}
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}
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@@ -1,6 +1,4 @@
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using Sandbox;
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namespace VeloX;
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namespace VeloX;
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public abstract partial class VeloXBase
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{
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@@ -17,14 +15,9 @@ public abstract partial class VeloXBase
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angForce.y = angVel.y * drag.y * mass;
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angForce.z = angVel.z * drag.z * mass;
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||||
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||||
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if ( Wheels.Count > 0 )
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{
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var dt = Time.Delta;
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foreach ( var v in Wheels )
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v.DoPhysics( this, in dt );
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}
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if ( v.AutoPhysics ) v.DoPhysics( this );
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||||
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Body.ApplyTorque( angForce );
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||||
}
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||||
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@@ -4,7 +4,7 @@ namespace VeloX;
|
||||
|
||||
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[GameResource( "Wheel Friction", "whfric", "Wheel Friction", Category = "VeloX", Icon = "radio_button_checked" )]
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public class WheelFriction : GameResource
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public class TirePreset : GameResource
|
||||
{
|
||||
public FrictionPreset Longitudinal { get; set; }
|
||||
public FrictionPreset Lateral { get; set; }
|
||||
@@ -1,11 +1,6 @@
|
||||
using Sandbox;
|
||||
using Sandbox.UI;
|
||||
using System;
|
||||
using System.Buffers.Text;
|
||||
using System.Numerics;
|
||||
using System.Runtime.Intrinsics.Arm;
|
||||
using System.Text.RegularExpressions;
|
||||
using System.Threading;
|
||||
|
||||
namespace VeloX;
|
||||
|
||||
@@ -23,13 +18,10 @@ public partial class VeloXWheel : Component
|
||||
public FrictionPreset LateralFrictionPreset => WheelFriction.Lateral;
|
||||
public FrictionPreset AligningFrictionPreset => WheelFriction.Aligning;
|
||||
|
||||
[Property] public WheelFriction WheelFriction { get; set; }
|
||||
|
||||
|
||||
[Property] public TirePreset WheelFriction { get; set; }
|
||||
[Property] public float Width { get; set; } = 6;
|
||||
[Sync] public float SideSlip { get; private set; }
|
||||
[Sync] public float ForwardSlip { get; private set; }
|
||||
[Sync, Range( 0, 1 )] public float BrakePower { get; set; }
|
||||
[Sync] public float Torque { get; set; }
|
||||
[Sync, Range( 0, 1 )] public float Brake { get; set; }
|
||||
[Property] float BrakePowerMax { get; set; } = 3000;
|
||||
@@ -43,9 +35,13 @@ public partial class VeloXWheel : Component
|
||||
[Property, Group( "Suspension" )] float SpringStrength { get; set; } = 800;
|
||||
[Property, Group( "Suspension" )] float SpringDamper { get; set; } = 3000;
|
||||
|
||||
[Property] public bool AutoPhysics { get; set; } = true;
|
||||
|
||||
public float Spin { get; private set; }
|
||||
|
||||
public float RPM { get => angularVelocity * 60f / MathF.Tau; set => angularVelocity = value / (60 / MathF.Tau); }
|
||||
public float AngularVelocity => angularVelocity;
|
||||
|
||||
internal float DistributionFactor { get; set; }
|
||||
|
||||
private Vector3 StartPos { get; set; }
|
||||
@@ -69,9 +65,11 @@ public partial class VeloXWheel : Component
|
||||
private Friction forwardFriction;
|
||||
private Friction sideFriction;
|
||||
private Vector3 force;
|
||||
public float CounterTorque { get; private set; }
|
||||
|
||||
private float BaseInertia => 0.5f * Mass * MathF.Pow( Radius.InchToMeter(), 2 );
|
||||
private float Inertia => BaseInertia;
|
||||
public float Inertia => BaseInertia;
|
||||
|
||||
|
||||
protected override void OnAwake()
|
||||
{
|
||||
@@ -118,7 +116,7 @@ public partial class VeloXWheel : Component
|
||||
|
||||
}
|
||||
|
||||
private (float, float, float, float) StepLongitudinal( float Vx, float Lc, float kFx, float kSx, float dt )
|
||||
private (float, float, float, float) StepLongitudinal( float Vx, float Lc, float kFx, float kSx)
|
||||
{
|
||||
float Tm = Torque;
|
||||
float Tb = Brake * BrakePowerMax + RollingResistance;
|
||||
@@ -138,35 +136,35 @@ public partial class VeloXWheel : Component
|
||||
|
||||
Sx = Math.Clamp( Sx * kSx, -1, 1 );
|
||||
|
||||
W += Tm / I * dt;
|
||||
W += Tm / I * Time.Delta;
|
||||
|
||||
Tb *= W > 0 ? -1 : 1;
|
||||
|
||||
float TbCap = MathF.Abs( W ) * I / dt;
|
||||
float TbCap = MathF.Abs( W ) * I / Time.Delta;
|
||||
float Tbr = MathF.Abs( Tb ) - MathF.Abs( TbCap );
|
||||
Tbr = MathF.Max( Tbr, 0 );
|
||||
Tb = Math.Clamp( Tb, -TbCap, TbCap );
|
||||
W += Tb / I * dt;
|
||||
W += Tb / I * Time.Delta;
|
||||
|
||||
float maxTorque = LongitudinalFrictionPreset.Evaluate( Sx ) * Lc * kFx;
|
||||
|
||||
float errorTorque = (W - Vx / R) * I / dt;
|
||||
float errorTorque = (W - Vx / R) * I / Time.Delta;
|
||||
|
||||
float surfaceTorque = MathX.Clamp( errorTorque, -maxTorque, maxTorque );
|
||||
|
||||
W -= surfaceTorque / I * dt;
|
||||
W -= surfaceTorque / I * Time.Delta;
|
||||
|
||||
float Fx = surfaceTorque / R;
|
||||
|
||||
|
||||
Tbr *= W > 0 ? -1 : 1;
|
||||
float TbCap2 = MathF.Abs( W ) * I / dt;
|
||||
float TbCap2 = MathF.Abs( W ) * I / Time.Delta;
|
||||
|
||||
float Tb2 = Math.Clamp( Tbr, -TbCap2, TbCap2 );
|
||||
|
||||
W += Tb2 / I * dt;
|
||||
W += Tb2 / I * Time.Delta;
|
||||
|
||||
float deltaOmegaTorque = (W - Winit) * I / dt;
|
||||
float deltaOmegaTorque = (W - Winit) * I / Time.Delta;
|
||||
|
||||
float Tcnt = -surfaceTorque + Tb + Tb2 - deltaOmegaTorque;
|
||||
if ( Lc < 0.001f )
|
||||
@@ -175,7 +173,7 @@ public partial class VeloXWheel : Component
|
||||
return (W, Sx, Fx, Tcnt);
|
||||
}
|
||||
|
||||
private (float, float) StepLateral( float Vx, float Vy, float Lc, float kFy, float kSy, float dt )
|
||||
private (float, float) StepLateral( float Vx, float Vy, float Lc, float kFy, float kSy)
|
||||
{
|
||||
float VxAbs = MathF.Abs( Vx );
|
||||
float Sy;
|
||||
@@ -183,7 +181,7 @@ public partial class VeloXWheel : Component
|
||||
if ( VxAbs > 0.1f )
|
||||
Sy = MathF.Atan( Vy / VxAbs ).RadianToDegree() * 0.01111f;
|
||||
else
|
||||
Sy = Vy * (0.003f / dt);
|
||||
Sy = Vy * (0.003f / Time.Delta);
|
||||
|
||||
|
||||
Sy *= kSy * 0.95f;
|
||||
@@ -224,7 +222,7 @@ public partial class VeloXWheel : Component
|
||||
private static float GetLongitudinalLoadCoefficient( float load ) => 11000 * (1 - MathF.Exp( -0.00014f * load ));
|
||||
private static float GetLateralLoadCoefficient( float load ) => 18000 * (1 - MathF.Exp( -0.0001f * load ));
|
||||
|
||||
public void DoPhysics( VeloXBase vehicle, in float dt )
|
||||
public void DoPhysics( VeloXBase vehicle )
|
||||
{
|
||||
var pos = vehicle.WorldTransform.PointToWorld( StartPos );
|
||||
|
||||
@@ -274,7 +272,7 @@ public partial class VeloXWheel : Component
|
||||
var springForce = (offset * SpringStrength);
|
||||
var damperForce = (lastSpringOffset - offset) * SpringDamper;
|
||||
lastSpringOffset = offset;
|
||||
force = (springForce - damperForce) * MathF.Max( 0, up.Dot( normal ) ) * normal / dt;
|
||||
force = (springForce - damperForce) * MathF.Max( 0, up.Dot( normal ) ) * normal / Time.Delta;
|
||||
|
||||
// Vector3.CalculateVelocityOffset is broken (need fix)
|
||||
//var velU = normal.Dot( vel ).MeterToInch();
|
||||
@@ -301,13 +299,11 @@ public partial class VeloXWheel : Component
|
||||
forwardSpeed = vel.Dot( forward );
|
||||
sideSpeed = vel.Dot( right );
|
||||
}
|
||||
|
||||
(float W, float Sx, float Fx, float _) = StepLongitudinal(
|
||||
(float W, float Sx, float Fx, float Tcnt) = StepLongitudinal(
|
||||
forwardSpeed,
|
||||
longitudinalLoadCoefficient,
|
||||
0.95f,
|
||||
0.9f,
|
||||
dt
|
||||
0.9f
|
||||
);
|
||||
|
||||
(float Sy, float Fy) = StepLateral(
|
||||
@@ -315,12 +311,13 @@ public partial class VeloXWheel : Component
|
||||
sideSpeed,
|
||||
lateralLoadCoefficient,
|
||||
0.95f,
|
||||
0.9f,
|
||||
dt
|
||||
0.9f
|
||||
);
|
||||
|
||||
SlipCircle( Sx, Sy, Fx, ref Fy );
|
||||
|
||||
angularVelocity = W;
|
||||
CounterTorque = Tcnt;
|
||||
|
||||
forwardFriction = new Friction()
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user