velox/Code/Car/VeloXCar.Engine.cs

355 lines
8.2 KiB
C#

using Sandbox;
using System;
using System.Collections.Generic;
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; }
[Property, Feature( "Engine" )] public float MinRPM { get; set; } = 800;
[Property, Feature( "Engine" )] public float MaxRPM { get; set; } = 7000;
[Property, Feature( "Engine" ), Range( -1, 1 )]
public float PowerDistribution
{
get => powerDistribution; set
{
powerDistribution = value;
UpdatePowerDistribution();
}
}
[Property, Feature( "Engine" )] public float FlyWheelMass { get; set; } = 80f;
[Property, Feature( "Engine" )] public float FlyWheelRadius { get; set; } = 0.5f;
[Property, Feature( "Engine" )] public float FlywheelFriction { get; set; } = -6000;
[Property, Feature( "Engine" )] public float FlywheelTorque { get; set; } = 20000;
[Property, Feature( "Engine" )] public float EngineBrakeTorque { get; set; } = 2000;
[Property, Feature( "Engine" )]
public Dictionary<int, float> Gears { get; set; } = new()
{
[-1] = 2.5f,
[0] = 0f,
[1] = 2.8f,
[2] = 1.7f,
[3] = 1.2f,
[4] = 0.9f,
[5] = 0.75f,
[6] = 0.7f
};
[Property, Feature( "Engine" )] public float DifferentialRatio { get; set; } = 1f;
[Property, Feature( "Engine" ), Range( 0, 1 )] public float TransmissionEfficiency { get; set; } = 0.8f;
[Property, Feature( "Engine" )] private float MinRPMTorque { get; set; } = 5000f;
[Property, Feature( "Engine" )] private float MaxRPMTorque { get; set; } = 8000f;
[Sync] public int Gear { get; set; } = 0;
[Sync] public float Clutch { get; set; } = 1;
[Sync( SyncFlags.Interpolate )] public float EngineRPM { get; set; }
public float RPMPercent => (EngineRPM - MinRPM) / MaxRPM;
private const float TAU = MathF.Tau;
private int MinGear { get; set; }
private int MaxGear { get; set; }
[Sync] public bool IsRedlining { get; private set; }
private float flywheelVelocity;
private TimeUntil switchCD = 0;
private float groundedCount;
private float burnout;
private float frontBrake;
private float rearBrake;
private float availableFrontTorque;
private float availableRearTorque;
private float avgSideSlip;
private float avgPoweredRPM;
private float avgForwardSlip;
private float inputThrottle, inputBrake;
private bool inputHandbrake;
private float transmissionRPM;
private float powerDistribution;
public float FlywheelRPM
{
get => flywheelVelocity * 60 / TAU;
set
{
flywheelVelocity = value * TAU / 60; EngineRPM = value;
}
}
private void UpdateGearList()
{
int minGear = 0;
int maxGear = 0;
foreach ( var (gear, ratio) in Gears )
{
if ( gear < minGear )
minGear = gear;
if ( gear > maxGear )
maxGear = gear;
if ( minGear != 0 || maxGear != 0 )
{
SwitchGear( 0, false );
}
}
MinGear = minGear;
MaxGear = maxGear;
}
public void SwitchGear( int index, bool cooldown = true )
{
if ( Gear == index ) return;
index = Math.Clamp( index, MinGear, MaxGear );
if ( index == 0 || !cooldown )
switchCD = 0;
else
switchCD = 0.3f;
Clutch = 1;
Gear = index;
}
public float TransmissionToEngineRPM( int gear ) => avgPoweredRPM * Gears[gear] * DifferentialRatio * 60 / TAU;
public float GetTransmissionMaxRPM( int gear ) => FlywheelRPM / Gears[gear] / DifferentialRatio;
private void UpdatePowerDistribution()
{
if ( Wheels is null ) return;
int frontCount = 0, rearCount = 0;
foreach ( var wheel in Wheels )
{
if ( wheel.IsFront )
frontCount++;
else
rearCount++;
}
float frontDistribution = 0.5f + PowerDistribution * 0.5f;
float rearDistribution = 1 - frontDistribution;
frontDistribution /= frontCount;
rearDistribution /= rearCount;
foreach ( var wheel in Wheels )
if ( wheel.IsFront )
wheel.DistributionFactor = frontDistribution;
else
wheel.DistributionFactor = rearDistribution;
}
private void EngineAccelerate( float torque, float dt )
{
var inertia = 0.5f * FlyWheelMass * FlyWheelRadius * FlyWheelRadius;
var angularAcceleration = torque / inertia;
flywheelVelocity += angularAcceleration * dt;
}
private float GetTransmissionTorque( int gear, float minTorque, float maxTorque )
{
var torque = FlywheelRPM.Remap( MinRPM, MaxRPM, minTorque, maxTorque, true );
torque *= (1 - Clutch);
torque = torque * Gears[gear] * DifferentialRatio * TransmissionEfficiency;
return gear == -1 ? -torque : torque;
}
private void AutoGearSwitch()
{
if ( ForwardSpeed < 100 && Input.Down( "Backward" ) )
{
SwitchGear( -1, false );
return;
}
var currentGear = Gear;
if ( currentGear < 0 && ForwardSpeed < -100 )
return;
if ( Math.Abs( avgForwardSlip ) > 10 )
return;
var gear = Math.Clamp( currentGear, 1, MaxGear );
float minRPM = MinRPM, maxRPM = MaxRPM;
maxRPM *= 0.98f;
float gearRPM;
for ( int i = 1; i <= MaxGear; i++ )
{
gearRPM = TransmissionToEngineRPM( i );
if ( (i == 1 && gearRPM < minRPM) || (gearRPM > minRPM && gearRPM < maxRPM) )
{
gear = i;
break;
}
}
var threshold = minRPM + (maxRPM - minRPM) * (0.5 - Throttle * 0.3);
if ( gear < currentGear && gear > currentGear - 2 && EngineRPM > threshold )
return;
SwitchGear( gear );
}
private float EngineClutch( float dt )
{
if ( !switchCD )
{
inputThrottle = 0;
return 0;
}
if ( inputHandbrake )
return 1;
var absForwardSpeed = Math.Abs( ForwardSpeed );
if ( groundedCount < 1 && absForwardSpeed > 30 )
return 1;
if ( ForwardSpeed < -50 && inputBrake > 0 && Gear < 0 )
return 1;
if ( absForwardSpeed > 200 )
return 0;
return inputThrottle > 0.1f ? 0 : 1;
}
private void EngineThink( float dt )
{
inputThrottle = Input.Down( "Forward" ) ? 1 : 0;
inputBrake = Input.Down( "Backward" ) ? 1 : 0;
inputHandbrake = Input.Down( "Jump" );
if ( burnout > 0 )
{
SwitchGear( 1, false );
if ( inputThrottle < 0.1f || inputBrake < 0.1f )
burnout = 0;
}
else
AutoGearSwitch();
if ( Gear < 0 )
(inputBrake, inputThrottle) = (inputThrottle, inputBrake);
var rpm = FlywheelRPM;
var clutch = EngineClutch( dt );
if ( inputThrottle > 0.1 && inputBrake > 0.1 && Math.Abs( ForwardSpeed ) < 50 )
{
burnout = MathX.Approach( burnout, 1, dt * 2 );
Clutch = 0;
}
else if ( inputHandbrake )
{
frontBrake = 0f;
rearBrake = 0.5f;
Clutch = 1;
clutch = 1;
}
else
{
if ( (Gear == -1 || Gear == 1) && inputThrottle < 0.05f && inputBrake < 0.1f && groundedCount > 1 && rpm < MinRPM * 1.2f )
inputBrake = 0.2f;
frontBrake = inputBrake * 0.5f;
rearBrake = inputBrake * 0.5f;
}
clutch = MathX.Approach( Clutch, clutch, dt * ((Gear < 2 && inputThrottle > 0.1f) ? 6 : 2) );
Clutch = clutch;
var isRedlining = false;
transmissionRPM = 0;
if ( Gear != 0 )
{
transmissionRPM = TransmissionToEngineRPM( Gear );
transmissionRPM = Gear < 0 ? -transmissionRPM : transmissionRPM;
rpm = (rpm * clutch) + (MathF.Max( 0, transmissionRPM ) * (1 - clutch));
}
var throttle = Throttle;
var gearTorque = GetTransmissionTorque( Gear, MinRPMTorque, MaxRPMTorque );
var availableTorque = gearTorque * throttle;
if ( transmissionRPM < 0 )
{
availableTorque += gearTorque * 2;
}
else
{
var engineBrakeTorque = GetTransmissionTorque( Gear, EngineBrakeTorque, EngineBrakeTorque );
availableTorque -= engineBrakeTorque * (1 - throttle) * 0.5f;
}
var maxRPM = MaxRPM;
if ( rpm < MinRPM )
{
rpm = MinRPM;
}
else if ( rpm > maxRPM )
{
if ( rpm > maxRPM * 1.2f )
availableTorque = 0;
rpm = maxRPM;
if ( Gear != MaxGear || groundedCount < Wheels.Count )
isRedlining = true;
}
FlywheelRPM = Math.Clamp( rpm, 0, maxRPM );
if ( burnout > 0 )
availableTorque += availableTorque * burnout * 0.1f;
var front = 0.5f + PowerDistribution * 0.5f;
var rear = 1 - front;
availableFrontTorque = availableTorque * front;
availableRearTorque = availableTorque * rear;
throttle = MathX.Approach( throttle, inputThrottle, dt * 4 );
EngineAccelerate( FlywheelFriction + FlywheelTorque * throttle, dt );
Throttle = throttle;
IsRedlining = (isRedlining && inputThrottle > 0);
}
}