2025-06-13 21:16:20 +07:00

50 lines
1.1 KiB
C#

using Sandbox;
using System;
namespace VeloX.Powertrain;
public class Clutch : PowertrainComponent
{
[Property] public override float Inertia { get; set; } = 0.002f;
[Property] public float SlipTorque { get; set; } = 1000f;
public float Pressing { get; set; } = 1; // todo
public override float QueryInertia()
{
if ( !HasOutput )
return Inertia;
return Inertia + Output.QueryInertia() * Pressing;
}
public override float QueryAngularVelocity( float angularVelocity )
{
this.angularVelocity = angularVelocity;
if ( !HasOutput )
return angularVelocity;
float outputW = Output.QueryAngularVelocity( angularVelocity ) * Pressing;
float inputW = angularVelocity * (1 - Pressing);
return outputW + inputW;
}
public override float ForwardStep( float torque, float inertia )
{
if ( !HasOutput )
return torque;
Torque = Math.Clamp( torque, -SlipTorque, SlipTorque );
Torque = torque * (1 - (1 - MathF.Pow( Pressing, 0.3f )));
float returnTorque = Output.ForwardStep( Torque, inertia * Pressing + Inertia ) * Pressing;
return Math.Clamp( returnTorque, -SlipTorque, SlipTorque );
}
}