2025-06-15 03:23:47 +07:00

110 lines
3.2 KiB
C#

using Sandbox;
using System;
namespace VeloX.Powertrain;
public class Engine : PowertrainComponent
{
[Property, Group( "Settings" )] public float IdleRPM { get; set; } = 900f;
[Property, Group( "Settings" )] public float MaxRPM { get; set; } = 7000f;
[Property, Group( "Settings" )] public override float Inertia { get; set; } = 0.151f;
[Property, Group( "Settings" )] public float LimiterDuration { get; set; } = 0.05f;
[Property, Group( "Settings" )] public Curve TorqueMap { get; set; }
[Property, Group( "Settings" )] public EngineStream Stream { get; set; }
[Sync] public float Throttle { get; internal set; }
[Property] public bool IsRedlining => !limiterTimer;
[Property] public float RPMPercent => Math.Clamp( (RPM - IdleRPM) / (MaxRPM - IdleRPM), 0, 1 );
private float masterThrottle;
private TimeUntil limiterTimer;
private float finalTorque;
private EngineStreamPlayer StreamPlayer;
public float[] friction = [15.438f, 2.387f, 0.7958f];
protected override void OnStart()
{
base.OnStart();
StreamPlayer = new( Stream );
}
public float GetFrictionTorque( float throttle, float rpm )
{
float s = rpm < 0 ? -1f : 1f;
float r = s * rpm * 0.001f;
float f = friction[0] + friction[1] * r + friction[2] * r * r;
return -s * f * (1 - throttle);
}
private float GenerateTorque()
{
float throttle = Throttle;
float rpm = RPM;
float friction = GetFrictionTorque( throttle, rpm );
float maxInitialTorque = TorqueMap.Evaluate( RPMPercent ) - friction;
float idleFadeStart = Math.Clamp( MathX.Remap( rpm, IdleRPM - 300, IdleRPM, 1, 0 ), 0, 1 );
float idleFadeEnd = Math.Clamp( MathX.Remap( rpm, IdleRPM, IdleRPM + 600, 1, 0 ), 0, 1 );
float additionalEnergySupply = idleFadeEnd * (-friction / maxInitialTorque) + idleFadeStart;
if ( rpm > MaxRPM )
{
throttle = 0;
limiterTimer = LimiterDuration;
}
else if ( !limiterTimer )
throttle = 0;
masterThrottle = Math.Clamp( additionalEnergySupply + throttle, 0, 1 );
float realInitialTorque = maxInitialTorque * masterThrottle;
Torque = realInitialTorque + friction;
return Torque;
}
public override float ForwardStep( float _, float __ )
{
if ( !HasOutput )
{
angularVelocity += GenerateTorque() / Inertia * Time.Delta;
angularVelocity = Math.Max( angularVelocity, 0 );
return 0;
}
float outputInertia = Output.QueryInertia();
float inertiaSum = Inertia + outputInertia;
float outputW = Output.QueryAngularVelocity( angularVelocity );
float targetW = Inertia / inertiaSum * angularVelocity + outputInertia / inertiaSum * outputW;
float generatedTorque = GenerateTorque();
float reactTorque = (targetW - angularVelocity) * Inertia / Time.Delta;
float returnedTorque = Output.ForwardStep( generatedTorque - reactTorque, Inertia );
finalTorque = generatedTorque + reactTorque + returnedTorque;
angularVelocity += finalTorque / inertiaSum * Time.Delta;
angularVelocity = Math.Max( angularVelocity, 0 );
//UpdateStream();
return finalTorque;
}
private void UpdateStream()
{
if ( StreamPlayer is null )
return;
StreamPlayer.Throttle = Throttle;
StreamPlayer.RPMPercent = RPMPercent;
StreamPlayer.EngineState = EngineState.Running;
StreamPlayer.IsRedlining = IsRedlining;
StreamPlayer.Update( Time.Delta, WorldPosition );
}
}