update
This commit is contained in:
parent
97fcb29bc0
commit
bbc479be33
@ -1,8 +1,8 @@
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{
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"B": 8.36,
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"B": 9,
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"C": 2.15,
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"D": 0.833,
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"E": 0.992,
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"D": 0.933,
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"E": 0.971,
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"__references": [],
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"__version": 0
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}
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@ -543,13 +543,14 @@ public class Transmission : PowertrainComponent
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// Run the first half of shift timer
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float shiftTimer = 0;
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float halfDuration = ShiftDuration * 0.5f;
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if ( !instant )
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while ( shiftTimer < halfDuration )
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{
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ShiftProgress = shiftTimer / ShiftDuration;
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shiftTimer += dt;
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await Task.DelayRealtimeSeconds( dt );
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}
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//if ( !instant )
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// while ( shiftTimer < halfDuration )
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// {
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// ShiftProgress = shiftTimer / ShiftDuration;
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// shiftTimer += dt;
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// await Task.DelayRealtimeSeconds( dt );
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// }
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// Do the shift at the half point of shift duration
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Gear = targetGear;
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@ -603,28 +604,28 @@ public class Transmission : PowertrainComponent
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float brakeInput = car.SwappedBrakes;
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int currentGear = Gear;
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// Assign base shift points
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_targetDownshiftRPM = _downshiftRPM;
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_targetUpshiftRPM = _upshiftRPM;
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_targetDownshiftRPM = car.Engine.EstimatedPeakPowerRPM - 2000;
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_targetUpshiftRPM = car.Engine.EstimatedPeakPowerRPM;
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// Calculate shift points for variable shift RPM
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if ( VariableShiftPoint )
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{
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// Smooth throttle input so that the variable shift point does not shift suddenly and cause gear hunting
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_smoothedThrottleInput = MathX.Lerp( _smoothedThrottleInput, throttleInput, Time.Delta * 2f );
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float revLimiterRPM = car.Engine.RevLimiterRPM;
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//if ( VariableShiftPoint )
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//{
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// // Smooth throttle input so that the variable shift point does not shift suddenly and cause gear hunting
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// _smoothedThrottleInput = MathX.Lerp( _smoothedThrottleInput, throttleInput, Time.Delta * 2f );
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// float revLimiterRPM = car.Engine.RevLimiterRPM;
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_targetUpshiftRPM = _upshiftRPM + Math.Clamp( _smoothedThrottleInput * VariableShiftIntensity, 0f, 1f ) * _upshiftRPM;
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_targetUpshiftRPM = Math.Clamp( _targetUpshiftRPM, _upshiftRPM, revLimiterRPM * 0.97f );
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// _targetUpshiftRPM = _upshiftRPM + Math.Clamp( _smoothedThrottleInput * VariableShiftIntensity, 0f, 1f ) * _upshiftRPM;
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// _targetUpshiftRPM = Math.Clamp( _targetUpshiftRPM, _upshiftRPM, revLimiterRPM * 0.97f );
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_targetDownshiftRPM = _downshiftRPM + Math.Clamp( _smoothedThrottleInput * VariableShiftIntensity, 0f, 1f ) * _downshiftRPM;
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_targetDownshiftRPM = Math.Clamp( _targetDownshiftRPM, car.Engine.IdleRPM * 1.1f, _targetUpshiftRPM * 0.7f );
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// _targetDownshiftRPM = _downshiftRPM + Math.Clamp( _smoothedThrottleInput * VariableShiftIntensity, 0f, 1f ) * _downshiftRPM;
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// _targetDownshiftRPM = Math.Clamp( _targetDownshiftRPM, car.Engine.IdleRPM * 1.1f, _targetUpshiftRPM * 0.7f );
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// Add incline modifier
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float inclineModifier = Math.Clamp( car.WorldRotation.Forward.Dot( Vector3.Up ) * InclineEffectCoeff, 0f, 1f );
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// // Add incline modifier
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// float inclineModifier = Math.Clamp( car.WorldRotation.Forward.Dot( Vector3.Up ) * InclineEffectCoeff, 0f, 1f );
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_targetUpshiftRPM += revLimiterRPM * inclineModifier;
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_targetDownshiftRPM += revLimiterRPM * inclineModifier;
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}
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// _targetUpshiftRPM += revLimiterRPM * inclineModifier;
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// _targetDownshiftRPM += revLimiterRPM * inclineModifier;
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//}
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// In neutral
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@ -59,7 +59,7 @@ public abstract partial class VeloXBase
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/// Throttle axis.
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/// For combined throttle/brake input use 'VerticalInput' instead.
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/// </summary>
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[Sync( SyncFlags.Interpolate ), Range( 0, 1 ), Property]
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[Sync( SyncFlags.Interpolate ), Range( 0, 1 ), Property, ReadOnly]
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public float Throttle
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{
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get => throttle;
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@ -70,19 +70,20 @@ public abstract partial class VeloXBase
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/// Brake axis.
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/// For combined throttle/brake input use 'VerticalInput' instead.
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/// </summary>
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[Sync]
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[Range( 0, 1 ), Property, ReadOnly]
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public float Brakes
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{
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get => brakes;
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set => brakes = Math.Clamp( value, 0, 1 );
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}
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[Sync]
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[Sync( SyncFlags.Interpolate ), Range( 0, 1 ), Property, ReadOnly]
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public float SteeringAngle
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{
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get => steerAngle;
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set => steerAngle = Math.Clamp( value, -1, 1 );
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}
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[Sync]
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public float Handbrake
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{
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@ -103,7 +104,7 @@ public abstract partial class VeloXBase
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IsShiftingUp = false;
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IsShiftingDown = false;
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}
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private void UpdateInput()
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protected void UpdateInput()
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{
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VerticalInput = Input.AnalogMove.x;
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Handbrake = Input.Down( "Handbrake" ) ? 1 : 0;
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@ -7,9 +7,9 @@ public abstract partial class VeloXBase
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private Vector3 linForce;
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private Vector3 angForce;
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[Property] float BrakeForce { get; set; } = 1500f;
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[Property] float HandbrakeForce { get; set; } = 3500f;
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private void PhysicsSimulate()
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protected const float BrakeForce = 4500f;
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protected const float HandbrakeForce = 35000f;
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protected void PhysicsSimulate()
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{
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if ( Body.Sleeping && Input.AnalogMove.x == 0 )
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return;
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@ -36,10 +36,22 @@ public abstract partial class VeloXBase
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CombinedLoad += v.Fz;
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foreach ( var v in Wheels )
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{
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v.BrakeTorque = SwappedBrakes * BrakeForce;
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if ( !v.IsFront )
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if ( v.IsFront )
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{
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v.BrakeTorque = SwappedBrakes * BrakeForce * 1.3f;
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}
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else
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{
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v.BrakeTorque = SwappedBrakes * BrakeForce * 0.7f;
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v.BrakeTorque += Handbrake * HandbrakeForce;
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}
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if ( TotalSpeed < 1 && Input.AnalogMove.x == 0 )
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{
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v.BrakeTorque = HandbrakeForce;
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}
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v.Update( this, in dt );
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v.DoPhysics( in dt );
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}
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@ -30,9 +30,14 @@ public abstract partial class VeloXBase : Component
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TotalSpeed = LocalVelocity.Length;
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Body.PhysicsBody.Mass = Mass;
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FixedUpdate();
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}
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protected virtual void FixedUpdate()
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{
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UpdateInput();
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PhysicsSimulate();
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}
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}
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@ -34,7 +34,7 @@ public partial class VeloXWheel
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/// </summary>
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public float CounterTorque { get; private set; }
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[Property, Range( 0, 2 )] public float BrakeMult { get; set; } = 1f;
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//[Property, Range( 0, 2 )] public float BrakeMult { get; set; } = 1f;
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public Friction ForwardFriction = new();
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public Friction SidewayFriction = new();
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public Vector3 FrictionForce;
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@ -100,7 +100,7 @@ public partial class VeloXWheel
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private void UpdateFriction( float dt )
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{
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var motorTorque = DriveTorque;
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var brakeTorque = BrakeTorque * BrakeMult;
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var brakeTorque = BrakeTorque;
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float allWheelLoadSum = Vehicle.CombinedLoad;
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@ -16,7 +16,7 @@ internal sealed class WheelManager : GameObjectSystem
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private void UpdateWheels()
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{
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if ( !Game.IsPlaying )
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if ( !Game.IsPlaying || Scene.IsEditor )
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return;
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//Stopwatch sw = Stopwatch.StartNew();
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@ -38,7 +38,7 @@ internal sealed class WheelManager : GameObjectSystem
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}
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private void UpdateEngine()
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{
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if ( !Game.IsPlaying )
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if ( !Game.IsPlaying || Scene.IsEditor )
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return;
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//Stopwatch sw = Stopwatch.StartNew();
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38
Code/Car/VeloXCar.ABS.cs
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38
Code/Car/VeloXCar.ABS.cs
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@ -0,0 +1,38 @@
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using Sandbox;
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using System;
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namespace VeloX;
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public partial class VeloXCar
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{
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public bool ABSActive { get; private set; } = true;
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public static bool UseABS = true;
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private void UpdateABS()
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{
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if ( !UseABS )
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return;
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ABSActive = false;
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if ( TotalSpeed < 100 || ABSActive )
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return;
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if ( Brakes == 0 || CarDirection != 1 || Engine.RevLimiterActive || Handbrake >= 0.1f )
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return;
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foreach ( var wheel in Wheels )
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{
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if ( !wheel.IsOnGround )
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continue;
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if ( wheel.NormalizedLongitudinalSlip >= 0.55f )
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{
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ABSActive = true;
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wheel.BrakeTorque *= 0.25f;
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}
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}
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}
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}
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44
Code/Car/VeloXCar.ESC.cs
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44
Code/Car/VeloXCar.ESC.cs
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@ -0,0 +1,44 @@
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using Sandbox;
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using Sandbox.VR;
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using System;
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using VeloX.Utils;
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namespace VeloX;
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public partial class VeloXCar
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{
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public bool ESCActive { get; private set; } = true;
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public static bool UseESC = true;
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private void UpdateESC()
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{
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if ( !UseESC )
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return;
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ESCActive = false;
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if ( TotalSpeed < 100 || CarDirection != 1 )
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return;
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float angle = Body.Velocity.SignedAngle( WorldRotation.Forward, WorldRotation.Up ); ;
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angle -= SteerAngle.yaw * 0.5f;
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float absAngle = angle < 0 ? -angle : angle;
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if ( Engine.RevLimiterActive || absAngle < 2f )
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return;
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foreach ( var wheel in Wheels )
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{
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if ( !wheel.IsOnGround )
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continue;
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float additionalBrakeTorque = -angle * Math.Sign( wheel.LocalPosition.y ) * 20f;
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if ( additionalBrakeTorque > 0 )
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{
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ESCActive = true;
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wheel.BrakeTorque += additionalBrakeTorque;
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}
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}
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}
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}
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@ -33,7 +33,7 @@ public partial class VeloXCar
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float targetSteerAngle = inputSteer * MaxSteerAngle;
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if ( !Input.Down( "Jump" ) )
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targetSteerAngle *= Math.Clamp( 1 - Math.Clamp( TotalSpeed / 3000, 0.01f, 0.9f ), -1, 1 );
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targetSteerAngle *= Math.Clamp( 1 - Math.Clamp( TotalSpeed / 3000, 0f, 0.85f ), -1, 1 );
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VelocityAngle = -Body.Velocity.SignedAngle( WorldRotation.Forward, WorldRotation.Up );
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@ -8,6 +8,15 @@ namespace VeloX;
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public partial class VeloXCar : VeloXBase
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{
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protected override void FixedUpdate()
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{
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UpdateInput();
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PhysicsSimulate();
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UpdateABS();
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UpdateESC();
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}
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protected override void OnFixedUpdate()
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{
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if ( IsProxy )
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