using System; using UnityEngine; public class BicyclePhysics { private const float K_A = 0.5f; //wind resistance coefficient private const float A = 0.6f; //frontal area bike + rider; m2 private const float D = 1.226f; //air density; kg/m3 /// /// Returns a speed in m/s for a bike riding a gradient with the same power it would be ridden in the flat with the input speed. /// Using formula from http://www.sportsci.org/jour/9804/dps.html. Assuming v=s and neglecting rolling resistance /// The speed is calculated by solving k_aAs_1^3d = k_aAs_2^3d + giMs_2 for s_2 /// /// Speed the bike would have in flat terrain /// Mass of bike + rider /// gradient in vertical meters gained per meter travelled forward /// public static float SpeedAtGradientForSpeedAtFlat(float speedFlat, float systemMass, float gradient) { var g = -Physics.gravity.y; var divisor = Mathf.Pow(g * gradient * systemMass, 3f); var dividend = 27f * Mathf.Pow(A * D * K_A, 3f); Console.WriteLine($"Divisor: {divisor}"); Console.WriteLine($"Dividend: {dividend}"); var divisor2 = Mathf.Pow(speedFlat, 6f); var dividend2 = 4f; Console.WriteLine($"Divisor2: {divisor2}"); Console.WriteLine($"Dividend2: {dividend2}"); var sqrtTerm = Mathf.Sqrt( divisor / dividend + divisor2 / dividend2 ); Console.WriteLine($"Sqrt: {sqrtTerm}"); var divisor3 = Mathf.Pow(speedFlat, 3f); var dividend3 = 2f; Console.WriteLine($"Divisor3: {divisor3}"); Console.WriteLine($"Dividend3: {dividend3}"); var secondTerm = divisor3 / dividend3; Console.WriteLine($"Second term: {secondTerm}"); Console.WriteLine($"SqrtTerm + secondTerm: {sqrtTerm+secondTerm}"); var firstqbrt = Qbrt(sqrtTerm + secondTerm); var secondqbrt = Qbrt(-sqrtTerm + secondTerm); Console.WriteLine($"firstqbrt: {firstqbrt}"); Console.WriteLine($"secondqbrt: {secondqbrt}"); return firstqbrt + secondqbrt; } private static float Qbrt(float x) => x < 0 ? -Mathf.Pow(-x, 1f/3f) : Mathf.Pow(x, 1f/3f); }