294 lines
12 KiB
C#
294 lines
12 KiB
C#
using Sandbox;
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using System;
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namespace VeloX;
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public partial class VeloXWheel
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{
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/// <summary>
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/// Constant torque acting similar to brake torque.
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/// Imitates rolling resistance.
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/// </summary>
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[Property, Range( 0, 500 ), Sync] public float RollingResistanceTorque { get; set; } = 30f;
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/// <summary>
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/// The percentage this wheel is contributing to the total vehicle load bearing.
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/// </summary>
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public float LoadContribution { get; set; } = 0.25f;
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/// <summary>
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/// Maximum load the tire is rated for in [N].
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/// Used to calculate friction.Default value is adequate for most cars but
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/// larger and heavier vehicles such as semi trucks will use higher values.
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/// A good rule of the thumb is that this value should be 2x the Load
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/// while vehicle is stationary.
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/// </summary>
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[Property, Sync] public float LoadRating { get; set; } = 5400;
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/// <summary>
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/// The amount of torque returned by the wheel.
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/// Under no-slip conditions this will be equal to the torque that was input.
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/// When there is wheel spin, the value will be less than the input torque.
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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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public Friction ForwardFriction = new();
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public Friction SidewayFriction = new();
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public Vector3 FrictionForce;
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private Vector3 hitContactVelocity;
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private Vector3 hitForwardDirection;
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private Vector3 hitSidewaysDirection;
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public Vector3 ContactRight => hitSidewaysDirection;
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public Vector3 ContactForward => hitForwardDirection;
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public float LongitudinalSlip => ForwardFriction.Slip;
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public float LongitudinalSpeed => ForwardFriction.Speed;
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public bool IsSkiddingLongitudinally => NormalizedLongitudinalSlip > 0.35f;
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public float NormalizedLongitudinalSlip => Math.Clamp( Math.Abs( LongitudinalSlip ), 0, 1 );
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public float LateralSlip => SidewayFriction.Slip;
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public float LateralSpeed => SidewayFriction.Speed;
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public bool IsSkiddingLaterally => NormalizedLateralSlip > 0.35f;
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public float NormalizedLateralSlip => Math.Clamp( Math.Abs( LateralSlip ), 0, 1 );
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public bool IsSkidding => IsSkiddingLaterally || IsSkiddingLongitudinally;
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public float NormalizedSlip => (NormalizedLateralSlip + NormalizedLongitudinalSlip) / 2f;
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private void UpdateHitVariables()
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{
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if ( IsOnGround )
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{
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hitContactVelocity = Vehicle.Body.GetVelocityAtPoint( ContactPosition + Vehicle.Body.MassCenter );
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hitForwardDirection = ContactNormal.Cross( TransformRotationSteer.Right ).Normal;
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hitSidewaysDirection = Rotation.FromAxis( ContactNormal, 90f ) * hitForwardDirection;
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ForwardFriction.Speed = hitContactVelocity.Dot( hitForwardDirection ).InchToMeter();
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SidewayFriction.Speed = hitContactVelocity.Dot( hitSidewaysDirection ).InchToMeter();
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}
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else
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{
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ForwardFriction = new();
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SidewayFriction = new();
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}
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}
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private Vector3 lowSpeedReferencePosition;
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private bool lowSpeedReferenceIsSet;
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private Vector3 currentPosition;
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private Vector3 referenceError;
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private Vector3 correctiveForce;
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public bool wheelIsBlocked;
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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;
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float allWheelLoadSum = Vehicle.CombinedLoad;
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LoadContribution = allWheelLoadSum == 0 ? 1f : Fz / allWheelLoadSum;
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float mRadius = Radius;
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float invDt = 1f / dt;
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float invRadius = 1f / mRadius;
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float inertia = Inertia;
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float invInertia = 1f / Inertia;
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float loadClamped = Math.Clamp( Fz, 0, LoadRating );
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float forwardLoadFactor = loadClamped * 1.35f;
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float sideLoadFactor = loadClamped * 1.9f;
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float loadPercent = Math.Clamp( Fz / LoadRating, 0f, 1f );
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float slipLoadModifier = 1f - loadPercent * 0.4f;
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float mass = Vehicle.Body.Mass;
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float absForwardSpeed = Math.Abs( ForwardFriction.Speed );
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float forwardForceClamp = mass * LoadContribution * absForwardSpeed * invDt;
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float absSideSpeed = Math.Abs( SidewayFriction.Speed );
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float sideForceClamp = mass * LoadContribution * absSideSpeed * invDt;
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float forwardSpeedClamp = 1.5f * (dt / 0.005f);
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forwardSpeedClamp = Math.Clamp( forwardSpeedClamp, 1.5f, 10f );
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float clampedAbsForwardSpeed = Math.Max( absForwardSpeed, forwardSpeedClamp );
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float peakForwardFrictionForce = 11000 * (1 - MathF.Exp( -0.00014f * forwardLoadFactor ));
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float absCombinedBrakeTorque = Math.Max( 0, brakeTorque + RollingResistanceTorque );
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float signedCombinedBrakeTorque = absCombinedBrakeTorque * -Math.Sign( ForwardFriction.Speed );
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float signedCombinedBrakeForce = signedCombinedBrakeTorque * invRadius;
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float motorForce = motorTorque * invRadius;
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float forwardInputForce = motorForce + signedCombinedBrakeForce;
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float absMotorTorque = Math.Abs( motorTorque );
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float absBrakeTorque = Math.Abs( brakeTorque );
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float maxForwardForce = Math.Min( peakForwardFrictionForce, forwardForceClamp );
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maxForwardForce = absMotorTorque < absBrakeTorque ? maxForwardForce : peakForwardFrictionForce;
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ForwardFriction.Force = forwardInputForce > maxForwardForce ? maxForwardForce
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: forwardInputForce < -maxForwardForce ? -maxForwardForce : forwardInputForce;
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wheelIsBlocked = false;
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if ( IsOnGround )
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{
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float combinedWheelForce = motorForce + absCombinedBrakeTorque * invRadius * -Math.Sign( AngularVelocity );
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float wheelForceClampOverflow = 0;
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if ( (combinedWheelForce >= 0 && AngularVelocity < 0) || (combinedWheelForce < 0 && AngularVelocity > 0) )
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{
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float absWheelForceClamp = Math.Abs( AngularVelocity ) * inertia * invRadius * invDt;
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float absCombinedWheelForce = combinedWheelForce < 0 ? -combinedWheelForce : combinedWheelForce;
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float wheelForceDiff = absCombinedWheelForce - absWheelForceClamp;
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wheelForceClampOverflow = Math.Max( 0, wheelForceDiff ) * Math.Sign( combinedWheelForce );
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combinedWheelForce = Math.Clamp( combinedWheelForce, -absWheelForceClamp, absWheelForceClamp );
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}
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AngularVelocity += combinedWheelForce * mRadius * invInertia * dt;
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// Surface (corrective) force
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float noSlipAngularVelocity = ForwardFriction.Speed * invRadius;
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float angularVelocityError = AngularVelocity - noSlipAngularVelocity;
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float angularVelocityCorrectionForce = Math.Clamp( -angularVelocityError * inertia * invRadius * invDt, -maxForwardForce, maxForwardForce );
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if ( absMotorTorque < absBrakeTorque && Math.Abs( wheelForceClampOverflow ) > Math.Abs( angularVelocityCorrectionForce ) )
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{
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wheelIsBlocked = true;
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AngularVelocity += ForwardFriction.Speed > 0 ? 1e-10f : -1e-10f;
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}
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else
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{
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AngularVelocity += angularVelocityCorrectionForce * mRadius * invInertia * dt;
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}
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}
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else
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{
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float maxBrakeTorque = AngularVelocity * inertia * invDt + motorTorque;
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maxBrakeTorque = maxBrakeTorque < 0 ? -maxBrakeTorque : maxBrakeTorque;
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float brakeTorqueSign = AngularVelocity < 0f ? -1f : 1f;
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float clampedBrakeTorque = Math.Clamp( absCombinedBrakeTorque, -maxBrakeTorque, maxBrakeTorque );
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AngularVelocity += (motorTorque - brakeTorqueSign * clampedBrakeTorque) * invInertia * dt;
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}
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float absAngularVelocity = AngularVelocity < 0 ? -AngularVelocity : AngularVelocity;
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float maxCounterTorque = inertia * absAngularVelocity;
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CounterTorque = Math.Clamp( (signedCombinedBrakeForce - ForwardFriction.Force) * mRadius, -maxCounterTorque, maxCounterTorque );
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ForwardFriction.Slip = (ForwardFriction.Speed - AngularVelocity * mRadius) / clampedAbsForwardSpeed;
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ForwardFriction.Slip *= slipLoadModifier;
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SidewayFriction.Slip = MathF.Atan2( SidewayFriction.Speed, clampedAbsForwardSpeed );
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SidewayFriction.Slip *= slipLoadModifier;
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float sideSlipSign = SidewayFriction.Slip > 0 ? 1 : -1;
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float absSideSlip = Math.Abs( SidewayFriction.Slip );
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float peakSideFrictionForce = 18000 * (1 - MathF.Exp( -0.0001f * sideLoadFactor ));
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float sideForce = -sideSlipSign * Tire.Evaluate( absSideSlip ) * peakSideFrictionForce;
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SidewayFriction.Force = Math.Clamp( sideForce, -sideForceClamp, sideForceClamp );
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// Calculate effect of camber on friction
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float camberFrictionCoeff = Math.Max( 0, Vehicle.WorldRotation.Up.Dot( ContactNormal ) );
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SidewayFriction.Force *= camberFrictionCoeff;
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if ( IsOnGround && absForwardSpeed < 0.12f && absSideSpeed < 0.12f )
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{
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float verticalOffset = RestLength + mRadius;
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var transformPosition = WorldPosition;
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var transformUp = TransformRotationSteer.Up;
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currentPosition.x = transformPosition.x - transformUp.x * verticalOffset;
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currentPosition.y = transformPosition.y - transformUp.y * verticalOffset;
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currentPosition.z = transformPosition.z - transformUp.z * verticalOffset;
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if ( !lowSpeedReferenceIsSet )
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{
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lowSpeedReferenceIsSet = true;
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lowSpeedReferencePosition = currentPosition;
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}
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else
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{
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referenceError.x = lowSpeedReferencePosition.x - currentPosition.x;
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referenceError.y = lowSpeedReferencePosition.y - currentPosition.y;
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referenceError.z = lowSpeedReferencePosition.z - currentPosition.z;
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correctiveForce.x = invDt * LoadContribution * mass * referenceError.x;
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correctiveForce.y = invDt * LoadContribution * mass * referenceError.y;
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correctiveForce.z = invDt * LoadContribution * mass * referenceError.z;
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if ( wheelIsBlocked && absAngularVelocity < 0.5f )
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{
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ForwardFriction.Force += correctiveForce.Dot( hitForwardDirection );
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}
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SidewayFriction.Force += correctiveForce.Dot( hitSidewaysDirection );
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}
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}
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else
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{
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lowSpeedReferenceIsSet = false;
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}
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//float forwardSlipPercent = -ForwardFriction.Slip / Tire.GetPeakSlip();
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//float sideSlipPercent = SidewayFriction.Slip / Tire.GetPeakSlip();
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//float slipCircleLimit = MathF.Sqrt( forwardSlipPercent * forwardSlipPercent + sideSlipPercent * sideSlipPercent );
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//if ( slipCircleLimit > 1f )
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//{
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// float beta = MathF.Atan2( sideSlipPercent, forwardSlipPercent * 1.05f );
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// float sinBeta = MathF.Sin( beta );
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// float cosBeta = MathF.Cos( beta );
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// float absForwardForce = ForwardFriction.Force < 0 ? -ForwardFriction.Force : ForwardFriction.Force;
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// float absSideForce = SidewayFriction.Force < 0 ? -SidewayFriction.Force : SidewayFriction.Force;
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// float f = absForwardForce * cosBeta * cosBeta + absSideForce * sinBeta * sinBeta;
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// ForwardFriction.Force = 0.5f * ForwardFriction.Force - f * cosBeta;
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// SidewayFriction.Force = 0.5f * SidewayFriction.Force - f * sinBeta;
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//}
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//var slipVector = new Vector2(
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// ForwardFriction.Slip,
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// SidewayFriction.Slip
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//);
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//if ( slipVector.Length > 0.001f )
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//{
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// var frictionDirection = slipVector.Normal;
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// float frictionMagnitude = MathF.Sqrt(
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// ForwardFriction.Force * ForwardFriction.Force +
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// SidewayFriction.Force * SidewayFriction.Force
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// );
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// ForwardFriction.Force = Math.Abs( frictionDirection.x ) * frictionMagnitude * Math.Sign( ForwardFriction.Force );
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// SidewayFriction.Force = Math.Abs( frictionDirection.y ) * frictionMagnitude * Math.Sign( SidewayFriction.Force );
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//}
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var f = MathF.Sqrt( ForwardFriction.Force * ForwardFriction.Force + SidewayFriction.Force * SidewayFriction.Force );
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var d = Math.Abs( new Vector2( ForwardFriction.Slip, SidewayFriction.Slip ).Normal.y );
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SidewayFriction.Force = f * d * Math.Sign( SidewayFriction.Force );
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if ( IsOnGround )
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{
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FrictionForce.x = (hitSidewaysDirection.x * SidewayFriction.Force + hitForwardDirection.x * ForwardFriction.Force).MeterToInch();
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FrictionForce.y = (hitSidewaysDirection.y * SidewayFriction.Force + hitForwardDirection.y * ForwardFriction.Force).MeterToInch();
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FrictionForce.z = (hitSidewaysDirection.z * SidewayFriction.Force + hitForwardDirection.z * ForwardFriction.Force).MeterToInch();
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//DebugOverlay.Normal( WorldPosition, hitSidewaysDirection * 10, overlay: true, color: Color.Red );
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//DebugOverlay.Normal( WorldPosition, hitForwardDirection * 10, overlay: true, color: Color.Green );
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//DebugOverlay.Normal( WorldPosition, FrictionForce.ClampLength( 30 ), overlay: true, color: Color.Cyan );
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//DebugOverlay.ScreenText( Scene.Camera.PointToScreenPixels( WorldPosition ), $"{ForwardFriction}\nMotor:{(int)motorTorque}\nBrake:{(int)brakeTorque}", flags: TextFlag.LeftTop );
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}
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else
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FrictionForce = Vector3.Zero;
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}
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}
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