using UnityEngine;
namespace Phscs
{
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;
const float k = K_A * A * D;
var b = g * gradient * systemMass;
float result;
if (gradient < -0.01f) // 1 percent
{
result = 2 * Mathf.Sqrt(-b / (3 * k)) *
Mathf.Cos(
Mathf.Acos(3 * Mathf.Sqrt(-3 * k / b) * k * speedFlat
/ (2 * b))
/ 3);
}
else
{
var sqrtTerm = Mathf.Sqrt(
Mathf.Pow(b, 3f)
/
(27f * Mathf.Pow(k, 3f))
+
Mathf.Pow(speedFlat, 6f)
/
4f
);
var secondTerm = Mathf.Pow(speedFlat, 3f) / 2f;
result = Qbrt(sqrtTerm + secondTerm) + Qbrt(-sqrtTerm + secondTerm);
}
if (float.IsNaN(result))
{
Debug.LogWarning(
$"BicyclePhysics: result is NaN for k = {k} and b = {b} (gradient = {gradient}, mass = {systemMass})");
return speedFlat;
}
return result;
}
private static float Qbrt(float x) => x < 0 ? -Mathf.Pow(-x, 1f / 3f) : Mathf.Pow(x, 1f / 3f);
}
}