290 lines
8.0 KiB
Plaintext
290 lines
8.0 KiB
Plaintext
--@include ./friction.txt
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--@include ./friction_preset.txt
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--@include /koptilnya/libs/constants.txt
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local Friction = require('./friction.txt')
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local FrictionPreset = require('./friction_preset.txt')
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require('/koptilnya/libs/constants.txt')
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local Wheel = class('Wheel')
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function Wheel:initialize(config)
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config = config or {}
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self.direction = config.Direction or 1
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self.mass = config.Mass or 20
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self.radius = config.Radius or 0.27
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self.rollingResistance = config.RollingResistance or 20
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self.squat = config.Squat or 0.1
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self.slipCircleShape = config.SlipCircleShape or 1.05
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self.casterAngle = math.rad(config.CasterAngle or 0)
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self.camberAngle = math.rad(config.CamberAngle or 0)
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self.toeAngle = math.rad(config.ToeAngle or 0) * -self.direction
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self.forwardFriction = Friction:new(config.ForwardFriction)
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self.sideFriction = Friction:new(config.SideFriction)
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self.lateralFrictionPreset = FrictionPreset:new(config.LateralFrictionPreset)
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self.longitudinalFrictionPreset = FrictionPreset:new(config.LongitudinalFrictionPreset)
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self.aligningFrictionPreset = FrictionPreset:new(config.AligningFrictionPreset)
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self.motorTorque = 0
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self.brakeTorque = 0
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self.steerAngle = 0
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self.hasHit = false
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self.counterTorque = 0
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self.inertia = 0
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self.load = 0
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self.angularVelocity = 0
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self.mz = 0
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self.forward = Vector(0)
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self.right = Vector(0)
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self.up = Vector(0)
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self.entity = NULL_ENTITY
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self.physObj = nil
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self.baseInertia = 0.5 * self.mass * math.pow(self.radius, 2)
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self.inertia = self.baseInertia
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end
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function Wheel:setEntity(entity)
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self.entity = entity
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self.entity:setNoDraw(false)
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self.physObj = isValid(entity) and entity:getPhysicsObject() or nil
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if isValid(self.physObj) then
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self.physObj:setMaterial('friction_00')
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self.physObj:setMass(self.mass)
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self.physObj:enableDrag(false)
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self.physObj:setDragCoefficient(0)
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self.physObj:setAngleDragCoefficient(0)
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end
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end
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function Wheel:setInertia(inertia)
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if isValid(self.physObj) then
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print(inertia)
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self.physObj:setInertia(Vector(inertia))
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self.inertia = inertia
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end
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end
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function Wheel:isValid()
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return isValid(self.entity) and isValid(self.physObj)
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end
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function Wheel:getRPM()
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return self.angularVelocity * RAD_TO_RPM
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end
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function Wheel:getLongitudinalLoadCoefficient(load)
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return 11000 * (1 - math.exp(-0.00014 * load));
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end
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function Wheel:getLateralLoadCoefficient(load)
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return 18000 * (1 - math.exp(-0.0001 * load));
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end
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function Wheel:stepLongitudinal(Tm, Tb, Vx, W, Lc, R, I, kFx, kSx)
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local Winit = W
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local VxAbs = math.abs(Vx)
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local Sx = 0
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if VxAbs >= 0.1 then
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Sx = (Vx - W * R) / VxAbs
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else
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Sx = (Vx - W * R) * 0.6
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end
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Sx = Sx * kSx;
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Sx = math.clamp(Sx, -1, 1)
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W = W + Tm / I * TICK_INTERVAL
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Tb = Tb * (W > 0 and -1 or 1)
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local TbCap = math.abs(W) * I / TICK_INTERVAL
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local Tbr = math.abs(Tb) - math.abs(TbCap)
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Tbr = math.max(Tbr, 0)
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Tb = math.clamp(Tb, -TbCap, TbCap)
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W = W + Tb / I * TICK_INTERVAL
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local maxTorque = self.longitudinalFrictionPreset:evaluate(math.abs(Sx)) * Lc * kFx * R
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local errorTorque = (W - Vx / R) * I / TICK_INTERVAL
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local surfaceTorque = math.clamp(errorTorque, -maxTorque, maxTorque)
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W = W - surfaceTorque / I * TICK_INTERVAL
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local Fx = surfaceTorque / R
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Tbr = Tbr * (W > 0 and -1 or 1)
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local TbCap2 = math.abs(W) * I / TICK_INTERVAL
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local Tb2 = math.clamp(Tbr, -TbCap2, TbCap2)
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W = W + Tb2 / I * TICK_INTERVAL
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local deltaOmegaTorque = (W - Winit) * I / TICK_INTERVAL
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local Tcnt = -surfaceTorque + Tb + Tb2 - deltaOmegaTorque
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if Lc < 0.001 then
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Sx = 0
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end
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return W, Sx, Fx, Tcnt
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end
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function Wheel:stepLateral(Vx, Vy, Lc, kFy, kSy)
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local VxAbs = math.abs(Vx)
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local Sy = 0
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if VxAbs > 0.3 then
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Sy = math.deg(math.atan(Vy / VxAbs))
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Sy = Sy / 50
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else
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Sy = Vy * (0.003 / TICK_INTERVAL)
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end
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Sy = Sy * kSy * 0.95
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Sy = math.clamp(Sy, -1, 1)
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local slipSign = Sy < 0 and -1 or 1
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local Fy = -slipSign * self.lateralFrictionPreset:evaluate(math.abs(Sy)) * Lc * kFy
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if Lc < 0.0001 then
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Sy = 0
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end
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return Sy, Fy
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end
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function Wheel:slipCircle(Sx, Sy, Fx, Fy, slipCircleShape)
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local SxAbs = math.abs(Sx)
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if SxAbs > 0.01 then
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local SxClamped = math.clamp(Sx, -1, 1)
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local SyClamped = math.clamp(Sy, -1, 1)
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local combinedSlip = Vector2(
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SxClamped * slipCircleShape,
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SyClamped
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)
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local slipDir = combinedSlip:getNormalized()
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local F = math.sqrt(Fx * Fx + Fy * Fy)
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local absSlipDirY = math.abs(slipDir.y)
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Fy = F * absSlipDirY * (Fy < 0 and -1 or 1)
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end
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return Sx, Sy, Fx, Fy
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end
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function Wheel:selfAligningTorque(Sy, load)
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if math.abs(Sy) < 0.001 or load < 0.001 then
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return 0
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end
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local B = self.aligningFrictionPreset.B
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local C = self.aligningFrictionPreset.C
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local D = self.aligningFrictionPreset.D
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local E = self.aligningFrictionPreset.E
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local loadScale = load * 1000
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local mechanicalTrail = 0.15
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local casterEffect = math.tan(self.casterAngle)
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local effectiveTrail = mechanicalTrail + casterEffect * self.radius
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local D_scaled = D * loadScale * effectiveTrail
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local camberEffect = 1 + 0.5 * math.abs(self.camberAngle)
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local toeEffect = 1 + 0.3 * math.abs(self.toeAngle)
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local term = B * Sy - E * (B * Sy - math.atan(B * Sy))
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local Mz = D_scaled * camberEffect * toeEffect * math.sin(C * math.atan(term))
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return Mz
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end
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function Wheel:rotateVector(vector)
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local ang = self.entity:getAngles()
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local baseForward = ang:getForward()
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local baseUp = ang:getUp()
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local baseRight = -ang:getRight()
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local steerRotated = vector:rotateAroundAxis(baseUp, nil, math.rad(-self.steerAngle) + self.toeAngle)
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local camberRotated = steerRotated:rotateAroundAxis(baseForward, nil, -self.camberAngle)
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local casterRotated = camberRotated:rotateAroundAxis(baseRight, nil, -self.casterAngle)
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return casterRotated:getNormalized()
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end
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function Wheel:update()
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if not isValid(self.entity) or not isValid(self.physObj) then
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return
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end
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local externalStress = self.physObj:getStress()
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local velocity = self.physObj:getVelocity() * UNITS_TO_METERS
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self.hasHit = externalStress ~= 0
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self.load = externalStress * KG_TO_KN
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self.longitudinalLoadCoefficient = self:getLongitudinalLoadCoefficient(self.load * 1000)
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self.lateralLoadCoefficient = self:getLateralLoadCoefficient(self.load * 1000)
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local ang = self.entity:getAngles()
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local baseForward = ang:getForward()
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local baseUp = ang:getUp()
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local baseRight = -ang:getRight()
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self.forward = self:rotateVector(baseForward)
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self.right = self:rotateVector(baseRight)
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self.up = self:rotateVector(baseUp)
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local forwardSpeed = 0
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local sideSpeed = 0
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if self.hasHit then
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forwardSpeed = velocity:dot(self.forward)
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sideSpeed = velocity:dot(self.right)
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end
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local W, Sx, Fx, CounterTq = self:stepLongitudinal(
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self.motorTorque,
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self.brakeTorque + self.rollingResistance,
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forwardSpeed,
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self.angularVelocity,
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self.longitudinalLoadCoefficient,
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self.radius,
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self.inertia,
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0.95,
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0.9
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)
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local Sy, Fy = self:stepLateral(
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forwardSpeed,
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sideSpeed,
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self.lateralLoadCoefficient,
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0.95,
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0.9
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)
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Sx, Sy, Fx, Fy = self:slipCircle(
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Sx,
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Sy,
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Fx,
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Fy,
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1.05
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)
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self.mz = self:selfAligningTorque(Sy, self.load)
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self.angularVelocity = W
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self.counterTorque = CounterTq
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self.forwardFriction.slip = Sx
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self.forwardFriction.force = Fx
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self.forwardFriction.speed = forwardSpeed
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self.sideFriction.slip = Sy
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self.sideFriction.force = Fy
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self.sideFriction.speed = sideSpeed
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end
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return Wheel
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