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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public class Wheel : MonoBehaviour
- {
- public Transform suspensionJoint;
- public float radius = 0.35f;
- public float restPosition;
- public float restPositionOffset;
- public float springConstant = 1f;
- public float dampningFactor = 1f;
- public float velocity;
- // public ForceMode springForceMode;
- public float displacementRange = 0.1f;
- public float hitPoint = 0;
- public float CurDisplacement;
- public float curDisplacement => restPosition - transform.localPosition.y;
- public float topMaxDisplacement => restPosition + displacementRange;
- public float botMaxDisplacement => restPosition - displacementRange;
- LayerMask groundMask;
- public CarController myCar;
- void Awake()
- {
- restPosition = transform.localPosition.y;
- // restPositionOffset = suspensionJoint.position.y - transform.position.y;
- groundMask = LayerMask.GetMask("Ground");
- }
- public float rayDist ;
- // Update is called once per frame
- void FixedUpdate()
- {
- if (myCar == null) { return; }
- RaycastHit hit = new RaycastHit();
- float newDisplacement = transform.localPosition.y;
- float bottomEnd = transform.position.y - radius;
- Vector3 topEnd = transform.position + new Vector3(0, radius, 0);
- bool grounded = false;
- if (Physics.Linecast(suspensionJoint.position, suspensionJoint.position - new Vector3(0,((radius*2)+(displacementRange))), out hit, groundMask))
- {
- Debug.DrawLine(suspensionJoint.position, hit.point, Color.red);
- hitPoint = hit.point.y;
- transform.position = new Vector3(suspensionJoint.position.x, hitPoint + (radius), suspensionJoint.position.z);
- rayDist = suspensionJoint.position.y - hitPoint;
- CurDisplacement = restPositionOffset - rayDist;
- velocity = Vector3.Dot(transform.up, myCar.rb.GetPointVelocity(transform.position));
- force = (CurDisplacement * springConstant) - (velocity * dampningFactor);
- myCar.rb.AddForceAtPosition(Vector3.up * force, transform.position);
- grounded = true;
- }
- else
- {
- // transform.localPosition = Vector3.Lerp(transform.position,
- // new Vector3(transform.localPosition.x, botMaxDisplacement, transform.localPosition.z),0.2f);
- }
- // transform.localPosition = new Vector3(transform.localPosition.x, transform.localPosition.y + velocity, transform.localPosition.z);
- }
- public float force;
- void OnDrawGizmos()
- {
- Gizmos.color = Color.green;
- int segmants = 12;
- Vector3 lastPoint = Vector3.zero;
- for (int i = 0; i < segmants; i++)
- {
- float theta = ((Mathf.PI * 2) / segmants) * i;
- float z = transform.position.z + (radius * Mathf.Sin(theta));
- float y = transform.position.y + (radius * Mathf.Cos(theta));
- Vector3 thisPoint = new Vector3(transform.position.x, y, z);
- if (i > 0) { Gizmos.DrawLine(lastPoint, thisPoint); }
- lastPoint = thisPoint;
- }
- Gizmos.DrawWireSphere(new Vector3(transform.position.x, hitPoint, transform.position.z), 0.2f);
- }
- }
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