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3 Commits
c7c17c1778
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ba9afba4d1
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ba9afba4d1 | ||
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0ff82f3eac | ||
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316c28b86d |
42
Assets/Materials/emo.vmat
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42
Assets/Materials/emo.vmat
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@ -0,0 +1,42 @@
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// THIS FILE IS AUTO-GENERATED
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Layer0
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{
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shader "shaders/complex.shader"
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//---- Rendering ----
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F_DO_NOT_CAST_SHADOWS 1
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||||
//---- Ambient Occlusion ----
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g_flAmbientOcclusionDirectDiffuse "0.000"
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g_flAmbientOcclusionDirectSpecular "0.000"
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TextureAmbientOcclusion "materials/default/default_ao.tga"
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//---- Color ----
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g_flModelTintAmount "1.000"
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g_vColorTint "[1.000000 1.000000 1.000000 0.000000]"
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TextureColor "textures/pd7aum1vufg.jpg"
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//---- Fade ----
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g_flFadeExponent "1.000"
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//---- Fog ----
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g_bFogEnabled "1"
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//---- Metalness ----
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g_flMetalness "0.000"
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//---- Normal ----
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TextureNormal "materials/default/default_normal.tga"
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//---- Roughness ----
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g_flRoughnessScaleFactor "1.000"
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TextureRoughness "materials/default/default_rough.tga"
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//---- Texture Coordinates ----
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g_nScaleTexCoordUByModelScaleAxis "0"
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g_nScaleTexCoordVByModelScaleAxis "0"
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g_vTexCoordOffset "[0.000 0.000]"
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g_vTexCoordScale "[100.000 100.000]"
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g_vTexCoordScrollSpeed "[0.000 0.000]"
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}
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22
Assets/frictions/High-Performance Road Tire.whfric
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22
Assets/frictions/High-Performance Road Tire.whfric
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@ -0,0 +1,22 @@
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{
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"Longitudinal": {
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"B": 18,
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"C": 1.5,
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"D": 1.5,
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"E": 0.3
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},
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"Lateral": {
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"B": 12,
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"C": 1.3,
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"D": 1.8,
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"E": -1.8
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},
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"Aligning": {
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"B": 2.8,
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"C": 2.1,
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"D": 0.1,
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"E": -2.5
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},
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"__references": [],
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"__version": 0
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}
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22
Assets/frictions/aboba.whfric
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22
Assets/frictions/aboba.whfric
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@ -0,0 +1,22 @@
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{
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"Longitudinal": {
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"B": 0,
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"C": 1,
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"D": 1,
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"E": 0.3
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},
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"Lateral": {
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"B": 1,
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"C": 1,
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"D": 1,
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"E": 0.3
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},
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"Aligning": {
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"B": 2.8,
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"C": 2.1,
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"D": 0.1,
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"E": -2.5
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},
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"__references": [],
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"__version": 0
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}
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BIN
Assets/textures/pd7AUm1VuFg.jpg
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BIN
Assets/textures/pd7AUm1VuFg.jpg
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Binary file not shown.
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After Width: | Height: | Size: 106 KiB |
@ -1,11 +1,23 @@
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using Sandbox;
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using System;
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namespace VeloX;
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public abstract partial class VeloXBase
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{
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//[Property, Feature( "Input" ), InputAction] string ThrottleInput { get; set; } = "Forward";
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[Property, Feature( "Input" )] internal InputResolver Input { get; set; } = new();
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[Property, Feature( "Input" )] public GameObject Driver { get => Input.Driver; set => Input.Driver = value; }
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private Guid _guid;
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[Sync( SyncFlags.FromHost )]
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public Guid ConnectionID
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{
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get => _guid;
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set
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{
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_guid = value;
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Input.Driver = Connection.Find( _guid );
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}
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}
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[Property, Feature( "Input" )] public bool IsDriver => ConnectionID == Connection.Local.Id;
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}
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@ -5,7 +5,6 @@ namespace VeloX;
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public abstract partial class VeloXBase
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{
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private Vector3 linForce;
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private Vector3 angForce;
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private void PhysicsSimulate()
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@ -14,10 +13,6 @@ public abstract partial class VeloXBase
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var mass = Body.Mass;
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var angVel = Body.AngularVelocity;
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linForce.x = 0;
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linForce.y = 0;
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linForce.z = 0;
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angForce.x = angVel.x * drag.x * mass;
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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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@ -25,19 +20,12 @@ public abstract partial class VeloXBase
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if ( Wheels.Count > 0 )
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{
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Vector3 vehVel = Body.Velocity;
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Vector3 vehAngVel = Body.AngularVelocity;
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var dt = Time.Delta;
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foreach ( var v in Wheels )
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v.DoPhysics( this, ref vehVel, ref vehAngVel, ref linForce, ref angForce, in dt );
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Body.Velocity = vehVel;
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Body.AngularVelocity = vehAngVel;
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v.DoPhysics( this, in dt );
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}
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Body.ApplyForce( linForce );
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Body.ApplyTorque( angForce );
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}
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}
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@ -5,7 +5,6 @@ namespace VeloX;
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public abstract partial class VeloXBase : Component
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{
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[Sync] public EngineState EngineState { get; set; }
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[Sync] public WaterState WaterState { get; set; }
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[Sync] public bool IsEngineOnFire { get; set; }
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[Sync, Range( 0, 1 ), Property] public float Brake { get; set; }
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@ -24,7 +23,7 @@ public abstract partial class VeloXBase : Component
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protected override void OnFixedUpdate()
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{
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if ( IsProxy )
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if ( !IsDriver )
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return;
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LocalVelocity = WorldTransform.PointToLocal( WorldPosition + Body.Velocity );
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11
Code/Base/Wheel/Friction.cs
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11
Code/Base/Wheel/Friction.cs
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@ -0,0 +1,11 @@
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namespace VeloX;
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public struct Friction
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{
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public float SlipCoef { get; set; }
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public float ForceCoef { get; set; }
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public float Force { get; set; }
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public float Slip { get; set; }
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public float Speed { get; set; }
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}
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16
Code/Base/Wheel/FrictionPreset.cs
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16
Code/Base/Wheel/FrictionPreset.cs
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@ -0,0 +1,16 @@
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using System;
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namespace VeloX;
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public class FrictionPreset
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{
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public float B { get; set; } = 10.86f;
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public float C { get; set; } = 2.15f;
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public float D { get; set; } = 0.933f;
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public float E { get; set; } = 0.992f;
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public float Evaluate( float slip )
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{
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var t = Math.Abs( slip );
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return D * MathF.Sin( C * MathF.Atan( B * t - E * (B * t - MathF.Atan( B * t )) ) );
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}
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}
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@ -1,18 +0,0 @@
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using Sandbox;
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namespace VeloX;
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public partial class VeloXWheel
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{
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[Property] float BrakePowerMax { get; set; } = 3000;
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[Property, Group( "Suspension" )] float SuspensionLength { get; set; } = 10;
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[Property, Group( "Suspension" )] float SpringStrength { get; set; } = 800;
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[Property, Group( "Suspension" )] float SpringDamper { get; set; } = 3000;
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[Property, Group( "Traction" )] float ForwardTractionMax { get; set; } = 2600;
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[Property, Group( "Traction" )] float SideTractionMultiplier { get; set; } = 20;
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[Property, Group( "Traction" )] float SideTractionMaxAng { get; set; } = 25;
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[Property, Group( "Traction" )] float SideTractionMax { get; set; } = 2400;
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[Property, Group( "Traction" )] float SideTractionMin { get; set; } = 800;
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}
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@ -1,7 +1,11 @@
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using Sandbox;
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using Sandbox.UI;
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using System;
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using System.Buffers.Text;
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using System.Numerics;
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using System.Runtime.Intrinsics.Arm;
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using System.Text.RegularExpressions;
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using System.Threading;
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namespace VeloX;
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@ -11,14 +15,34 @@ public partial class VeloXWheel : Component
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{
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[Property] public float Radius { get; set; } = 15;
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[Property] public float Mass { get; set; } = 20;
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[Property] public float RollingResistance { get; set; } = 20;
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[Property] public float SlipCircleShape { get; set; } = 1.05f;
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public FrictionPreset LongitudinalFrictionPreset => WheelFriction.Longitudinal;
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public FrictionPreset LateralFrictionPreset => WheelFriction.Lateral;
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public FrictionPreset AligningFrictionPreset => WheelFriction.Aligning;
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[Property] public WheelFriction WheelFriction { get; set; }
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[Property] public float Width { get; set; } = 6;
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[Sync] public float SideSlip { get; private set; }
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[Sync] public float ForwardSlip { get; private set; }
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[Sync, Range( 0, 1 )] public float BrakePower { get; set; }
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[Sync] public float Torque { get; set; }
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[Sync, Range( 0, 1 )] public float Brake { get; set; }
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[Property] float BrakePowerMax { get; set; } = 3000;
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[Property] public bool IsFront { get; protected set; }
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[Property] public float SteerMultiplier { get; set; }
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[Property] public float CasterAngle { get; set; } = 7; // todo
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[Property] public float CamberAngle { get; set; } = -3;
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[Property] public float ToeAngle { get; set; } = 0.5f;
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[Property, Group( "Suspension" )] float SuspensionLength { get; set; } = 10;
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[Property, Group( "Suspension" )] float SpringStrength { get; set; } = 800;
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[Property, Group( "Suspension" )] float SpringDamper { get; set; } = 3000;
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public float Spin { get; private set; }
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public float RPM { get => angularVelocity * 60f / MathF.Tau; set => angularVelocity = value / (60 / MathF.Tau); }
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@ -31,12 +55,23 @@ public partial class VeloXWheel : Component
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public bool IsOnGround => Trace.Hit;
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private float lastSpringOffset;
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private Vector2 tractionCycle;
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private float angularVelocity;
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private float load;
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private float lastFraction;
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private RealTimeUntil expandSoundCD;
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private RealTimeUntil contractSoundCD;
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private Vector3 contactPos;
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private Vector3 forward;
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private Vector3 right;
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private Vector3 up;
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private Friction forwardFriction;
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private Friction sideFriction;
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private Vector3 force;
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private float BaseInertia => 0.5f * Mass * MathF.Pow( Radius.InchToMeter(), 2 );
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private float Inertia => BaseInertia;
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protected override void OnAwake()
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{
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@ -45,15 +80,6 @@ public partial class VeloXWheel : Component
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StartPos = LocalPosition;
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}
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private static float TractionRamp( float slipAngle, float sideTractionMaxAng, float sideTractionMax, float sideTractionMin )
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{
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sideTractionMaxAng /= 90; // Convert max slip angle to the 0 - 1 range
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var x = (slipAngle - sideTractionMaxAng) / (1 - sideTractionMaxAng);
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return slipAngle < sideTractionMaxAng ? sideTractionMax : (sideTractionMax * (1 - x)) + (sideTractionMin * x);
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}
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private void DoSuspensionSounds( VeloXBase vehicle, float change )
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{
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if ( change > 0.1f && expandSoundCD )
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@ -75,41 +101,145 @@ public partial class VeloXWheel : Component
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internal void Update( VeloXBase vehicle, in float dt )
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{
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UpdateVisuals( vehicle, dt );
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if ( !IsOnGround )
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{
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angularVelocity += (Torque / 20) * dt;
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angularVelocity = MathX.Approach( angularVelocity, 0, dt * 4 );
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}
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}
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private void UpdateVisuals( VeloXBase vehicle, in float dt )
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{
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//Rotate the wheel around the axle axis
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Spin = (Spin - MathX.RadianToDegree( angularVelocity ) * dt) % 360;
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var entityAngles = vehicle.WorldRotation;
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WorldRotation = vehicle.WorldTransform.RotationToWorld( vehicle.SteerAngle * SteerMultiplier ).RotateAroundAxis( Vector3.Right, Spin );
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Spin -= angularVelocity.MeterToInch() * dt;
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var steerRotated = entityAngles.RotateAroundAxis( Vector3.Up, vehicle.SteerAngle.yaw * SteerMultiplier + ToeAngle );
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var camberRotated = steerRotated.RotateAroundAxis( Vector3.Forward, -CamberAngle );
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var angularVelocityRotated = camberRotated.RotateAroundAxis( Vector3.Right, Spin );
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WorldRotation = angularVelocityRotated;
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}
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public void DoPhysics( VeloXBase vehicle, ref Vector3 vehVel, ref Vector3 vehAngVel, ref Vector3 outLin, ref Vector3 outAng, in float dt )
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private (float, float, float, float) StepLongitudinal( float Vx, float Lc, float kFx, float kSx, float dt )
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{
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float Tm = Torque;
|
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float Tb = Brake * BrakePowerMax + RollingResistance;
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float R = Radius.InchToMeter();
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float I = Inertia;
|
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|
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float Winit = angularVelocity;
|
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float W = angularVelocity;
|
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|
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float VxAbs = MathF.Abs( Vx );
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float Sx;
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if ( VxAbs >= 0.1f )
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Sx = (Vx - W * R) / VxAbs;
|
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|
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else
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Sx = (Vx - W * R) * 0.6f;
|
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|
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Sx = Math.Clamp( Sx * kSx, -1, 1 );
|
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|
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W += Tm / I * dt;
|
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|
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Tb *= W > 0 ? -1 : 1;
|
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|
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float TbCap = MathF.Abs( W ) * I / dt;
|
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float Tbr = MathF.Abs( Tb ) - MathF.Abs( TbCap );
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Tbr = MathF.Max( Tbr, 0 );
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Tb = Math.Clamp( Tb, -TbCap, TbCap );
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W += Tb / I * dt;
|
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|
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float maxTorque = LongitudinalFrictionPreset.Evaluate( Sx ) * Lc * kFx;
|
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|
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float errorTorque = (W - Vx / R) * I / dt;
|
||||
|
||||
float surfaceTorque = MathX.Clamp( errorTorque, -maxTorque, maxTorque );
|
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|
||||
W -= surfaceTorque / I * dt;
|
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|
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float Fx = surfaceTorque / R;
|
||||
|
||||
|
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Tbr *= W > 0 ? -1 : 1;
|
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float TbCap2 = MathF.Abs( W ) * I / dt;
|
||||
|
||||
float Tb2 = Math.Clamp( Tbr, -TbCap2, TbCap2 );
|
||||
|
||||
W += Tb2 / I * dt;
|
||||
|
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float deltaOmegaTorque = (W - Winit) * I / dt;
|
||||
|
||||
float Tcnt = -surfaceTorque + Tb + Tb2 - deltaOmegaTorque;
|
||||
if ( Lc < 0.001f )
|
||||
Sx = 0;
|
||||
|
||||
return (W, Sx, Fx, Tcnt);
|
||||
}
|
||||
|
||||
private (float, float) StepLateral( float Vx, float Vy, float Lc, float kFy, float kSy, float dt )
|
||||
{
|
||||
float VxAbs = MathF.Abs( Vx );
|
||||
float Sy;
|
||||
|
||||
if ( VxAbs > 0.1f )
|
||||
Sy = MathF.Atan( Vy / VxAbs ).RadianToDegree() * 0.01111f;
|
||||
else
|
||||
Sy = Vy * (0.003f / dt);
|
||||
|
||||
|
||||
Sy *= kSy * 0.95f;
|
||||
Sy = Math.Clamp( Sy * kSy, -1, 1 );
|
||||
float Fy = -MathF.Sign( Sy ) * LateralFrictionPreset.Evaluate( Sy ) * Lc * kFy;
|
||||
if ( Lc < 0.0001f )
|
||||
Sy = 0;
|
||||
|
||||
return (Sy, Fy);
|
||||
}
|
||||
|
||||
private void SlipCircle( float Sx, float Sy, float Fx, ref float Fy )
|
||||
{
|
||||
float SxAbs = Math.Abs( Sx );
|
||||
if ( SxAbs > 0.01f )
|
||||
{
|
||||
|
||||
float SxClamped = Math.Clamp( Sx, -1, 1 );
|
||||
|
||||
float SyClamped = Math.Clamp( Sy, -1, 1 );
|
||||
|
||||
Vector2 combinedSlip = new(
|
||||
SxClamped * SlipCircleShape,
|
||||
SyClamped
|
||||
);
|
||||
|
||||
Vector2 slipDir = combinedSlip.Normal;
|
||||
|
||||
float F = MathF.Sqrt( Fx * Fx + Fy * Fy );
|
||||
|
||||
float absSlipDirY = MathF.Abs( slipDir.y );
|
||||
|
||||
Fy = F * absSlipDirY * MathF.Sign( Fy );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
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 )
|
||||
{
|
||||
var pos = vehicle.WorldTransform.PointToWorld( StartPos );
|
||||
|
||||
var ang = vehicle.WorldTransform.RotationToWorld( vehicle.SteerAngle * SteerMultiplier );
|
||||
|
||||
var fw = ang.Forward;
|
||||
var rt = ang.Right;
|
||||
var up = ang.Up;
|
||||
forward = ang.Forward;
|
||||
right = ang.Right;
|
||||
up = ang.Up;
|
||||
|
||||
var maxLen = SuspensionLength;
|
||||
|
||||
var endPos = pos + ang.Down * maxLen;
|
||||
Trace = Scene.Trace.IgnoreGameObjectHierarchy( vehicle.GameObject )
|
||||
.FromTo( pos, endPos )
|
||||
.Cylinder( Width, Radius )
|
||||
Trace = Scene.Trace
|
||||
.IgnoreGameObjectHierarchy( vehicle.GameObject )
|
||||
.Cylinder( Width, Radius, pos, endPos )
|
||||
.Rotated( vehicle.WorldTransform.Rotation * CylinderOffset )
|
||||
.UseRenderMeshes( false )
|
||||
.UseHitPosition( false )
|
||||
@ -118,123 +248,107 @@ public partial class VeloXWheel : Component
|
||||
|
||||
var fraction = Trace.Fraction;
|
||||
|
||||
var contactPos = pos - maxLen * fraction * up;
|
||||
contactPos = pos - maxLen * fraction * up;
|
||||
|
||||
LocalPosition = vehicle.WorldTransform.PointToLocal( contactPos );
|
||||
|
||||
DoSuspensionSounds( vehicle, fraction - lastFraction );
|
||||
lastFraction = fraction;
|
||||
|
||||
var normal = Trace.Normal;
|
||||
|
||||
var vel = vehicle.Body.GetVelocityAtPoint( pos );
|
||||
|
||||
vel.x = vel.x.InchToMeter();
|
||||
vel.y = vel.y.InchToMeter();
|
||||
vel.z = vel.z.InchToMeter();
|
||||
|
||||
if ( !IsOnGround )
|
||||
{
|
||||
SideSlip = 0;
|
||||
ForwardSlip = 0;
|
||||
return;
|
||||
}
|
||||
var normal = Trace.Normal;
|
||||
|
||||
var vel = vehicle.Body.GetVelocityAtPoint( pos );
|
||||
// Split that velocity among our local directions
|
||||
|
||||
var velF = fw.Dot( vel );
|
||||
|
||||
var velR = rt.Dot( vel );
|
||||
|
||||
var velU = normal.Dot( vel );
|
||||
|
||||
var absVelR = Math.Abs( velR );
|
||||
|
||||
|
||||
//Make forward forces be perpendicular to the surface normal
|
||||
|
||||
fw = normal.Cross( rt );
|
||||
|
||||
//Suspension spring force &damping
|
||||
|
||||
var offset = maxLen - (fraction * maxLen);
|
||||
|
||||
var springForce = (offset * SpringStrength);
|
||||
|
||||
var damperForce = (lastSpringOffset - offset) * SpringDamper;
|
||||
lastSpringOffset = offset;
|
||||
var force = (springForce - damperForce) * up.Dot( normal ) * normal;
|
||||
force = (springForce - damperForce) * MathF.Max( 0, up.Dot( normal ) ) * normal / dt;
|
||||
|
||||
//If the suspension spring is going to be fully compressed on the next frame...
|
||||
// Vector3.CalculateVelocityOffset is broken (need fix)
|
||||
//var velU = normal.Dot( vel ).MeterToInch();
|
||||
//if ( velU < 0 && offset + Math.Abs( velU * dt ) > SuspensionLength )
|
||||
//{
|
||||
// var (linearVel, angularVel) = vehicle.Body.PhysicsBody.CalculateVelocityOffset( (-velU.InchToMeter() / dt) * normal, pos );
|
||||
// vehicle.Body.Velocity += linearVel;
|
||||
// vehicle.Body.AngularVelocity += angularVel;
|
||||
//}
|
||||
|
||||
if ( velU < 0 && offset + Math.Abs( velU * dt ) > SuspensionLength )
|
||||
|
||||
load = springForce - damperForce;
|
||||
load = Math.Max( load, 0 );
|
||||
|
||||
var longitudinalLoadCoefficient = GetLongitudinalLoadCoefficient( load );
|
||||
var lateralLoadCoefficient = GetLateralLoadCoefficient( load );
|
||||
|
||||
float forwardSpeed = 0;
|
||||
float sideSpeed = 0;
|
||||
|
||||
|
||||
if ( IsOnGround )
|
||||
{
|
||||
var (linearVel, angularVel) = vehicle.Body.PhysicsBody.CalculateVelocityOffset( (-velU / dt) * normal, pos );
|
||||
vehVel += linearVel;
|
||||
vehAngVel += angularVel;
|
||||
forwardSpeed = vel.Dot( forward );
|
||||
sideSpeed = vel.Dot( right );
|
||||
}
|
||||
|
||||
//Rolling resistance
|
||||
force += 0.05f * -velF * fw;
|
||||
(float W, float Sx, float Fx, float _) = StepLongitudinal(
|
||||
forwardSpeed,
|
||||
longitudinalLoadCoefficient,
|
||||
0.95f,
|
||||
0.9f,
|
||||
dt
|
||||
);
|
||||
|
||||
//Brake and torque forces
|
||||
var surfaceGrip = 1;
|
||||
(float Sy, float Fy) = StepLateral(
|
||||
forwardSpeed,
|
||||
sideSpeed,
|
||||
lateralLoadCoefficient,
|
||||
0.95f,
|
||||
0.9f,
|
||||
dt
|
||||
);
|
||||
|
||||
var maxTraction = ForwardTractionMax * surfaceGrip * 1;
|
||||
//Grip loss logic
|
||||
SlipCircle( Sx, Sy, Fx, ref Fy );
|
||||
angularVelocity = W;
|
||||
|
||||
var brakeForce = MathX.Clamp( -velF, -Brake, Brake ) * BrakePowerMax * surfaceGrip;
|
||||
forwardFriction = new Friction()
|
||||
{
|
||||
Slip = Sx,
|
||||
Force = Fx.MeterToInch(),
|
||||
Speed = forwardSpeed
|
||||
};
|
||||
|
||||
var forwardForce = Torque + brakeForce;
|
||||
|
||||
var signForwardForce = forwardForce > 0 ? 1 : (forwardForce < 0 ? -1 : 0);
|
||||
|
||||
// Given an amount of sideways slippage( up to the max.traction )
|
||||
// and the forward force, calculate how much grip we are losing.
|
||||
|
||||
tractionCycle.x = Math.Min( absVelR, maxTraction );
|
||||
tractionCycle.y = forwardForce;
|
||||
|
||||
var gripLoss = Math.Max( tractionCycle.Length - maxTraction, 0 );
|
||||
sideFriction = new Friction()
|
||||
{
|
||||
Slip = Sy,
|
||||
Force = Fy.MeterToInch(),
|
||||
Speed = sideSpeed
|
||||
};
|
||||
|
||||
|
||||
// Reduce the forward force by the amount of grip we lost,
|
||||
var frictionforce = right * sideFriction.Force + forward * forwardFriction.Force;
|
||||
|
||||
// but still allow some amount of brake force to apply regardless.
|
||||
vehicle.Body.ApplyForceAt( contactPos, force + frictionforce );
|
||||
|
||||
forwardForce += -(gripLoss * signForwardForce) + MathX.Clamp( brakeForce * 0.5f, -maxTraction, maxTraction );
|
||||
|
||||
force += fw * forwardForce;
|
||||
|
||||
// Get how fast the wheel would be spinning if it had never lost grip
|
||||
|
||||
var groundAngularVelocity = MathF.Tau * (velF / (Radius * MathF.Tau));
|
||||
|
||||
// Add our grip loss to our spin velocity
|
||||
var _angvel = groundAngularVelocity + gripLoss * (Torque > 0 ? 1 : (Torque < 0 ? -1 : 0));
|
||||
|
||||
// Smoothly match our current angular velocity to the angular velocity affected by grip loss
|
||||
|
||||
angularVelocity = MathX.Approach( angularVelocity, _angvel, dt * 200 );
|
||||
ForwardSlip = groundAngularVelocity - angularVelocity;
|
||||
|
||||
// Calculate side slip angle
|
||||
var slipAngle = MathF.Atan2( velR, MathF.Abs( velF ) ) / MathF.PI * 2;
|
||||
SideSlip = slipAngle * MathX.Clamp( vehicle.TotalSpeed * 0.005f, 0, 1 ) * 2;
|
||||
|
||||
//Sideways traction ramp
|
||||
|
||||
slipAngle = MathF.Abs( slipAngle * slipAngle );
|
||||
|
||||
maxTraction = TractionRamp( slipAngle, SideTractionMaxAng, SideTractionMax, SideTractionMin );
|
||||
|
||||
var sideForce = -rt.Dot( vel * SideTractionMultiplier );
|
||||
|
||||
// Reduce sideways traction force as the wheel slips forward
|
||||
sideForce *= 1 - Math.Clamp( MathF.Abs( gripLoss ) * 0.1f, 0, 1 ) * 0.9f;
|
||||
|
||||
// Apply sideways traction force
|
||||
force += Math.Clamp( sideForce, -maxTraction, maxTraction ) * surfaceGrip * rt;
|
||||
|
||||
force += velR * SideTractionMultiplier * -0.1f * rt;
|
||||
//Apply the forces at the axle / ground contact position
|
||||
|
||||
vehicle.Body.ApplyForceAt( pos, force / dt );
|
||||
}
|
||||
|
||||
|
||||
// debug
|
||||
protected override void OnUpdate()
|
||||
{
|
||||
DebugOverlay.Normal( contactPos, forward * forwardFriction.Force / 10000f, Color.Red, overlay: true );
|
||||
DebugOverlay.Normal( contactPos, right * sideFriction.Force / 10000f, Color.Green, overlay: true );
|
||||
DebugOverlay.Normal( contactPos, up * force / 50000f, Color.Blue, overlay: true );
|
||||
}
|
||||
}
|
||||
|
||||
12
Code/Base/Wheel/WheelFriction.cs
Normal file
12
Code/Base/Wheel/WheelFriction.cs
Normal file
@ -0,0 +1,12 @@
|
||||
using Sandbox;
|
||||
|
||||
namespace VeloX;
|
||||
|
||||
|
||||
[GameResource( "Wheel Friction", "whfric", "Wheel Friction", Category = "VeloX", Icon = "radio_button_checked" )]
|
||||
public class WheelFriction : GameResource
|
||||
{
|
||||
public FrictionPreset Longitudinal { get; set; }
|
||||
public FrictionPreset Lateral { get; set; }
|
||||
public FrictionPreset Aligning { get; set; }
|
||||
}
|
||||
@ -6,6 +6,7 @@ namespace VeloX;
|
||||
|
||||
public partial class VeloXCar
|
||||
{
|
||||
[Property, Feature( "Engine" ), Sync] public EngineState EngineState { get; set; }
|
||||
[Property, Feature( "Engine" )] public EngineStream Stream { get; set; }
|
||||
public EngineStreamPlayer StreamPlayer { get; set; }
|
||||
|
||||
@ -181,7 +182,6 @@ public partial class VeloXCar
|
||||
if ( currentGear < 0 && ForwardSpeed < -100 )
|
||||
return;
|
||||
|
||||
|
||||
if ( Math.Abs( avgForwardSlip ) > 10 )
|
||||
return;
|
||||
|
||||
@ -351,8 +351,4 @@ public partial class VeloXCar
|
||||
IsRedlining = (isRedlining && inputThrottle > 0);
|
||||
}
|
||||
|
||||
public void StreamEngineUpdate()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@ -7,17 +7,11 @@ namespace VeloX;
|
||||
[Title( "VeloX - Car" )]
|
||||
public partial class VeloXCar : VeloXBase
|
||||
{
|
||||
protected override void OnAwake()
|
||||
{
|
||||
base.OnAwake();
|
||||
|
||||
StreamPlayer = new( Stream );
|
||||
}
|
||||
protected override void OnStart()
|
||||
{
|
||||
base.OnStart();
|
||||
|
||||
if ( !IsProxy )
|
||||
StreamPlayer = new( Stream );
|
||||
if ( IsDriver )
|
||||
{
|
||||
UpdateGearList();
|
||||
UpdatePowerDistribution();
|
||||
@ -35,26 +29,24 @@ public partial class VeloXCar : VeloXBase
|
||||
StreamPlayer.EngineState = EngineState;
|
||||
StreamPlayer.IsRedlining = IsRedlining;
|
||||
|
||||
if ( Driver.IsValid() && Driver.IsProxy )
|
||||
StreamPlayer.Update( Time.Delta, Scene.Camera.WorldPosition );
|
||||
else
|
||||
StreamPlayer.Update( Time.Delta, WorldPosition );
|
||||
}
|
||||
|
||||
}
|
||||
protected override void OnFixedUpdate()
|
||||
{
|
||||
if ( IsProxy )
|
||||
if ( !IsDriver )
|
||||
return;
|
||||
|
||||
base.OnFixedUpdate();
|
||||
|
||||
Brake = Math.Clamp( frontBrake + rearBrake + (Input.Down( "Jump" ) ? 1 : 0), 0, 1 );
|
||||
|
||||
var dt = Time.Delta;
|
||||
EngineThink( dt );
|
||||
WheelThink( dt );
|
||||
UpdateSteering( dt );
|
||||
|
||||
Brake = Math.Clamp( frontBrake + rearBrake + (Input.Down( "Jump" ) ? 1 : 0), 0, 1 );
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -3,11 +3,9 @@
|
||||
namespace VeloX;
|
||||
public class InputResolver
|
||||
{
|
||||
public GameObject Driver { get; internal set; }
|
||||
|
||||
|
||||
private bool IsDriverActive => Driver.IsValid();
|
||||
public Connection Driver { get; internal set; }
|
||||
|
||||
private bool IsDriverActive => Driver is not null;
|
||||
|
||||
public Vector2 MouseDelta => IsDriverActive ? Input.MouseDelta : default;
|
||||
public Vector2 MouseWheel => IsDriverActive ? Input.MouseWheel : default;
|
||||
@ -40,8 +38,6 @@ public class InputResolver
|
||||
public void StopAllHaptics()
|
||||
{
|
||||
if ( IsDriverActive )
|
||||
{
|
||||
Input.StopAllHaptics();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -2,7 +2,6 @@
|
||||
using Sandbox.Audio;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using VeloX.Audio;
|
||||
using static VeloX.EngineStream;
|
||||
|
||||
|
||||
@ -1,9 +1,33 @@
|
||||
|
||||
using Sandbox;
|
||||
using System;
|
||||
using System.Numerics;
|
||||
|
||||
namespace VeloX;
|
||||
public static class PhysicsExtensions
|
||||
{
|
||||
public static Vector3 Transform( this Vector3 value, Quaternion rotation )
|
||||
{
|
||||
float x2 = rotation.X + rotation.X;
|
||||
float y2 = rotation.Y + rotation.Y;
|
||||
float z2 = rotation.Z + rotation.Z;
|
||||
|
||||
float wx2 = rotation.W * x2;
|
||||
float wy2 = rotation.W * y2;
|
||||
float wz2 = rotation.W * z2;
|
||||
float xx2 = rotation.X * x2;
|
||||
float xy2 = rotation.X * y2;
|
||||
float xz2 = rotation.X * z2;
|
||||
float yy2 = rotation.Y * y2;
|
||||
float yz2 = rotation.Y * z2;
|
||||
float zz2 = rotation.Z * z2;
|
||||
|
||||
return new Vector3(
|
||||
value.x * (1.0f - yy2 - zz2) + value.y * (xy2 - wz2) + value.z * (xz2 + wy2),
|
||||
value.x * (xy2 + wz2) + value.y * (1.0f - xx2 - zz2) + value.z * (yz2 - wx2),
|
||||
value.x * (xz2 - wy2) + value.y * (yz2 + wx2) + value.z * (1.0f - xx2 - yy2)
|
||||
);
|
||||
}
|
||||
/// <summary>
|
||||
/// Calculates the linear and angular velocities on the center of mass for an offset impulse.
|
||||
/// </summary>
|
||||
@ -22,21 +46,26 @@ public static class PhysicsExtensions
|
||||
|
||||
Vector3 linearVelocity = impulse / physObj.Mass;
|
||||
|
||||
Vector3 centerOfMass = physObj.MassCenter;
|
||||
Vector3 relativePosition = position - centerOfMass;
|
||||
Vector3 torque = relativePosition.Cross( impulse );
|
||||
Vector3 r = position - physObj.MassCenter;
|
||||
|
||||
Rotation bodyRotation = physObj.Transform.Rotation;
|
||||
Vector3 localTorque = bodyRotation.Inverse * torque;
|
||||
|
||||
Vector3 localInverseInertia = physObj.Inertia.Inverse;
|
||||
// Calculate torque impulse in world frame: τ = r × impulse
|
||||
Vector3 torqueImpulseWorld = r.Cross( impulse );
|
||||
Rotation worldToLocal = physObj.Rotation.Inverse;
|
||||
Vector3 torqueImpulseLocal = torqueImpulseWorld.Transform( worldToLocal );
|
||||
|
||||
Vector3 localAngularVelocity = new(
|
||||
localTorque.x * localInverseInertia.x,
|
||||
localTorque.y * localInverseInertia.y,
|
||||
localTorque.z * localInverseInertia.z );
|
||||
var InverseInertiaDiagLocal = physObj.Inertia.Inverse;
|
||||
|
||||
return (linearVelocity, localAngularVelocity);
|
||||
// Compute angular velocity change in rad/s (local frame)
|
||||
Vector3 angularVelocityRadLocal = new(
|
||||
InverseInertiaDiagLocal.x * torqueImpulseLocal.x,
|
||||
InverseInertiaDiagLocal.y * torqueImpulseLocal.y,
|
||||
InverseInertiaDiagLocal.z * torqueImpulseLocal.z
|
||||
);
|
||||
const float radToDeg = 180f / MathF.PI;
|
||||
Vector3 angularVelocityDegLocal = angularVelocityRadLocal * radToDeg;
|
||||
|
||||
return (linearVelocity, angularVelocityDegLocal);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -63,7 +92,7 @@ public static class PhysicsExtensions
|
||||
Vector3 linearImpulse = impulse;
|
||||
|
||||
// 2. Calculate angular impulse (torque) from the offset force
|
||||
// τ = r × F (cross product of position relative to COM and force)
|
||||
// τ = r * F (cross product of position relative to COM and force)
|
||||
Vector3 centerOfMass = physObj.MassCenter;
|
||||
Vector3 relativePosition = position - centerOfMass;
|
||||
Vector3 worldAngularImpulse = relativePosition.Cross( impulse );
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user