Tweak tyres, fix asymmetry in pacejka formula
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@ -320,7 +320,7 @@ update_runtime_world :: proc(runtime_world: ^Runtime_World, dt: f32) {
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wheel_extent_x := f32(1.7)
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wheel_y := f32(-0.5)
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rest := f32(1)
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natural_frequency := f32(0.3)
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natural_frequency := f32(0.4)
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damping := f32(0.08)
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radius := f32(0.6)
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wheel_front_z := f32(3.05)
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@ -393,7 +393,7 @@ update_runtime_world :: proc(runtime_world: ^Runtime_World, dt: f32) {
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front_wheels := turn_wheels
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back_wheels := drive_wheels
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DRIVE_IMPULSE :: 2000
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DRIVE_IMPULSE :: 3000
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BRAKE_IMPULSE :: 500
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TURN_ANGLE :: -f32(30) * math.RAD_PER_DEG
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// 68% front, 32% rear
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@ -4,7 +4,7 @@ import "core:math"
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Pacejka96_Params :: [11]f32
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DEFAULT_PACEJKA96_PARAMS :: Pacejka96_Params{1.65, 1, 1750, 0, 229, 0.0, 0, 0, -12, 0, 0}
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DEFAULT_PACEJKA96_PARAMS :: Pacejka96_Params{1.65, -200, 1900, 0, 229, 0.0, 0, 0, 0, 0, 0}
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// X is slip ratio percentage [-100, 100] or slip angle in degrees, where positive angle is turning left
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// Output is the friction coefficient
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@ -12,7 +12,7 @@ pacejka_96 :: proc(b: Pacejka96_Params, x: f32, f_z: f32, s_v: f32 = 0) -> f32 {
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C := b[0]
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D := (b[1] * f_z + b[2]) * f_z
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B := ((b[3] * f_z * f_z + b[4] * f_z) * math.exp(-b[5] * f_z)) / (C * D)
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E := -(1 - (b[6] * f_z * f_z + b[7] * f_z + b[8]))
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E := (b[6] * f_z * f_z + b[7] * f_z + b[8])
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s_h := b[9] * f_z + b[10]
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X := x + s_h
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@ -550,7 +550,6 @@ pgs_solve_suspension :: proc(sim_state: ^Sim_State, config: Solver_Config, dt: f
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apply_velocity_correction(body, incremental_impulse * dir, wheel_world_pos)
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}
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body_right := body_local_to_world_vec(body, Vec3{1, 0, 0})
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right := wheel_get_right_vec(body, v)
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// Positive means spinning forward
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@ -638,7 +637,7 @@ pgs_solve_suspension :: proc(sim_state: ^Sim_State, config: Solver_Config, dt: f
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applied_impulse := new_total_impulse - v.lateral_impulse
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v.lateral_impulse = new_total_impulse
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apply_velocity_correction(body, applied_impulse * body_right, v.hit_point)
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apply_velocity_correction(body, applied_impulse * right, v.hit_point)
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}
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} else {
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v.lateral_impulse = 0
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@ -693,7 +692,7 @@ pgs_substep :: proc(sim_state: ^Sim_State, config: Solver_Config, dt: f32, inv_d
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p := body_local_to_world(body, s.rel_pos)
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hit_p := body_local_to_world(body, s.rel_pos + s.rel_dir * s.hit_t)
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forward := wheel_get_forward_vec(body, s)
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right := body_local_to_world_vec(body, Vec3{1, 0, 0})
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right := wheel_get_right_vec(body, s)
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apply_velocity_correction(
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body,
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