Nikita Kruglickiy 09be0ea795 UPDATE
2023-05-22 19:06:26 +03:00

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--@include ./friction.txt
--@include ./friction_preset.txt
--@include /koptilnya/libs/constants.txt
local Friction = require('./friction.txt')
local FrictionPreset = require('./friction_preset.txt')
require('/koptilnya/libs/constants.txt')
local Wheel = class('Wheel')
function Wheel:initialize(config)
config = config or {}
self.mass = config.Mass or 20
self.radius = config.Radius or 0.27
self.rollingResistance = config.RollingResistance or 40
self.squat = config.Squat or 0.1
self.slipCircleShape = config.SlipCircleShape or 1.05
self.forwardFriction = Friction:new(config.ForwardFriction)
self.sideFriction = Friction:new(config.SideFriction)
self.frictionPreset = FrictionPreset:new(config.FrictionPreset)
self.satFrictionPreset = FrictionPreset:new({ B = 13, C = 2.4, D = 1, E = 0.48 })
self.motorTorque = 0
self.brakeTorque = 0
self.steerAngle = 0
self.hasHit = false
self.counterTorque = 0
self.inertia = 0
self.load = 0
self.angularVelocity = 0
self.mz = 0
self.forward = Vector(0)
self.right = Vector(0)
self.entity = NULL_ENTITY
self.physObj = nil
self.baseInertia = 0.5 * self.mass * math.pow(self.radius, 2)
self.inertia = self.baseInertia
end
function Wheel:setEntity(entity)
self.entity = entity
self.entity:setNoDraw(false)
self.physObj = isValid(entity) and entity:getPhysicsObject() or nil
if isValid(self.physObj) then
self.physObj:setMaterial('friction_00')
self.physObj:setMass(self.mass)
self.physObj:enableDrag(false)
self.physObj:setDragCoefficient(0)
self.physObj:setAngleDragCoefficient(0)
end
end
function Wheel:setInertia(inertia)
if isValid(self.physObj) then
self.physObj:setInertia(Vector(inertia))
self.inertia = inertia
end
end
function Wheel:isValid()
return isValid(self.entity) and isValid(self.physObj)
end
function Wheel:getRPM()
return self.angularVelocity * RAD_TO_RPM
end
function Wheel:getLongitudinalLoadCoefficient(load)
return 11000 * (1 - math.exp(-0.00014 * load));
end
function Wheel:getLateralLoadCoefficient(load)
return 18000 * (1 - math.exp(-0.0001 * load));
end
function Wheel:stepLongitudinal(Tm, Tb, Vx, W, Lc, R, I, kFx, kSx)
local Winit = W
local VxAbs = math.abs(Vx)
local Sx = 0
if VxAbs >= 0.1 then
Sx = (Vx - W * R) / VxAbs
else
Sx = (Vx - W * R) * 0.6
end
Sx = Sx * kSx;
Sx = math.clamp(Sx, -1, 1)
W = W + Tm / I * TICK_INTERVAL
Tb = Tb * (W > 0 and -1 or 1)
local TbCap = math.abs(W) * I / TICK_INTERVAL
local Tbr = math.abs(Tb) - math.abs(TbCap)
Tbr = math.max(Tbr, 0)
Tb = math.clamp(Tb, -TbCap, TbCap)
W = W + Tb / I * TICK_INTERVAL
local maxTorque = self.frictionPreset:evaluate(math.abs(Sx)) * Lc * kFx * R
local errorTorque = (W - Vx / R) * I / TICK_INTERVAL
local surfaceTorque = math.clamp(errorTorque, -maxTorque, maxTorque)
W = W - surfaceTorque / I * TICK_INTERVAL
local Fx = surfaceTorque / R
Tbr = Tbr * (W > 0 and -1 or 1)
local TbCap2 = math.abs(W) * I / TICK_INTERVAL
local Tb2 = math.clamp(Tbr, -TbCap2, TbCap2)
W = W + Tb2 / I * TICK_INTERVAL
local deltaOmegaTorque = (W - Winit) * I / TICK_INTERVAL
local Tcnt = -surfaceTorque + Tb + Tb2 - deltaOmegaTorque
if Lc < 0.001 then
Sx = 0
end
return W, Sx, Fx, Tcnt
end
function Wheel:stepLateral(Vx, Vy, Lc, kFy, kSy)
local VxAbs = math.abs(Vx)
local Sy = 0
if VxAbs > 0.3 then
Sy = math.deg(math.atan(Vy / VxAbs))
Sy = Sy / 50
else
Sy = Vy * (0.003 / TICK_INTERVAL)
end
Sy = Sy * kSy * 0.95
Sy = math.clamp(Sy, -1, 1)
local slipSign = Sy < 0 and -1 or 1
local Fy = -slipSign * self.frictionPreset:evaluate(math.abs(Sy)) * Lc * kFy
if Lc < 0.0001 then
Sy = 0
end
return Sy, Fy
end
function Wheel:slipCircle(Sx, Sy, Fx, Fy, slipCircleShape)
local SxAbs = math.abs(Sx)
if SxAbs > 0.01 then
local SxClamped = math.clamp(Sx, -1, 1)
local SyClamped = math.clamp(Sy, -1, 1)
local combinedSlip = Vector2(
SxClamped * slipCircleShape,
SyClamped
)
local slipDir = combinedSlip:getNormalized()
local F = math.sqrt(Fx * Fx + Fy * Fy)
local absSlipDirY = math.abs(slipDir.y)
Fy = F * absSlipDirY * (Fy < 0 and -1 or 1)
end
return Sx, Sy, Fx, Fy
end
function Wheel:selfAligningTorque(Vx, Vy, Lc)
local VxAbs = math.abs(Vx)
local Sy = 0
if VxAbs > 0.3 then
Sy = math.deg(math.atan(Vy / VxAbs))
else
Sy = Vy * (0.003 / TICK_INTERVAL)
end
Sy = math.clamp(Sy, -90, 90)
--local phi = (1 - self.E) * Sy + (self.E / self.B) * math.atan(self.B * Sy)
--local Mz = -slipSign * self.satFrictionPreset:evaluate(math.abs(phi), self.B, C, self.D, 0) * Lc
return self.satFrictionPreset:evaluate(math.abs(Sy)) * -math.sign(Sy)
end
function Wheel:selfAligningTorque2(Vx, Vy, Fz)
if Fz == 0 then
return 0
end
local VxAbs = math.abs(Vx)
local Sy = 0
if VxAbs > 0.3 then
Sy = math.deg(math.atan(Vy / VxAbs))
else
Sy = Vy * (0.003 / TICK_INTERVAL)
end
Sy = math.clamp(Sy, -1, 1)
local a = {
-2.72,
-2.28,
-1.86,
-2.73,
0.110,
-0.070,
0.643,
-4.04,
0.015,
-0.066,
0.945,
0.030,
0.070
}
local FzSqr = math.pow(Fz, 2)
local C = 2.4
local D = a[1] * FzSqr + a[2] * Fz
local BCD = (a[3] * FzSqr + a[4] * Fz) / math.pow(math.exp(1), a[5] * Fz)
local B = BCD / (C * D)
local E = a[6] * FzSqr + a[7] * Fz + a[8]
local phi = (1 - E) * Sy + (E / B) * math.atan(B * Sy)
self.phi = phi
return D * math.sin(C * math.atan(B * phi))
end
function Wheel:selfAligningTorque3(Mx, My, Sx, Sy)
local M = Mx * math.cos(Sy) + My * math.cos(Sx)
return self.radius * M
end
function Wheel:update()
if not isValid(self.entity) or not isValid(self.physObj) then
return
end
local externalStress = self.physObj:getStress()
local velocity = self.physObj:getVelocity() * UNITS_TO_METERS
self.hasHit = externalStress ~= 0
self.load = externalStress * KG_TO_KN
self.longitudinalLoadCoefficient = self:getLongitudinalLoadCoefficient(self.load * 1000)
self.lateralLoadCoefficient = self:getLateralLoadCoefficient(self.load * 1000)
--self.steerAngle = self.steerAngle + self.mz / self.inertia
self.forward = self.entity:getForward():rotateAroundAxis(self.entity:getUp(), -self.steerAngle)
self.right = self.entity:getRight():rotateAroundAxis(self.entity:getUp(), -self.steerAngle)
local forwardSpeed = 0
local sideSpeed = 0
if self.hasHit then
forwardSpeed = velocity:dot(self.forward)
sideSpeed = velocity:dot(self.right)
end
local W, Sx, Fx, CounterTq = self:stepLongitudinal(
self.motorTorque,
self.brakeTorque + self.rollingResistance,
forwardSpeed,
self.angularVelocity,
self.longitudinalLoadCoefficient,
self.radius,
self.inertia,
0.95, -- Force coeff
0.9 -- Slip coeff
)
local Sy, Fy = self:stepLateral(
forwardSpeed,
sideSpeed,
self.lateralLoadCoefficient,
0.95, -- Force coeff
0.9 -- Slip coeff
)
Sx, Sy, Fx, Fy = self:slipCircle(
Sx,
Sy,
Fx,
Fy,
1.05 -- Shape of the slip circle / ellipse.
)
--local Mx = Fy * (math.cos(Sx) - 1) + Fx * math.sin(Sx)
--local My = Fx * (math.cos(Sy) - 1) + Fy * math.sin(Sy)
--local Mz = self:selfAligningTorque3(Mx, My, Sx, Sy)
local Mz = self:selfAligningTorque2(forwardSpeed, sideSpeed, self.load)
self.mz = Mz
self.angularVelocity = W
self.counterTorque = CounterTq
self.forwardFriction.slip = Sx
self.forwardFriction.force = Fx
self.forwardFriction.speed = forwardSpeed
self.sideFriction.slip = Sy
self.sideFriction.force = Fy
self.sideFriction.speed = sideSpeed
end
return Wheel