// Clutch.cc - a clutch for the drivetrain.
//
// Copyright (C) 2001 Sam Varner
//
// This file is part of Vamos Automotive Simulator.
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#include "Clutch.h"
#include <iostream>
#include <cmath>
//* Class Clutch
//** Constructor
Vamos_Body::Clutch::
Clutch (double sliding, double radius, double area, double max_pressure) :
m_sliding_friction (sliding),
m_radius (radius),
m_area (area),
m_pressure (0.0),
m_max_pressure (max_pressure),
m_threshold (0.01),
m_engaged (false)
{
}
// Return the drag caused by friction between the clutch plates.
double Vamos_Body::Clutch::
drag (double engine_speed, double drive_speed)
{
double normal = m_pressure * m_area;
if (std::abs (engine_speed - drive_speed) < (m_threshold * normal))
{
// Setting m_engaged to true will cause the drivetrain to ignore
// the return value and act as though the clutch is fully
// engaged.
m_engaged = true;
return 0.0;
}
double force = m_sliding_friction * normal;
if (engine_speed < drive_speed)
force *= -1;
// The pressure is considered to be concentrated at m_radius from
// the center.
return force * m_radius;
}
// Set the pressure on the plates to FACTOR * m_max_pressure.
void Vamos_Body::Clutch::
position (double factor)
{
// If FACTOR >= 1.0, the clutch is fully engaged. Allow for
// inaccuracy in FACTOR.
if ((factor + 0.0001) > 1.0)
{
m_engaged = true;
m_pressure = m_max_pressure;
}
else
{
m_engaged = false;
m_pressure = factor * m_max_pressure;
}
}