Wheel.cs 3.2 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. public class Wheel : MonoBehaviour
  5. {
  6. public Transform suspensionJoint;
  7. public float radius = 0.35f;
  8. public float restPosition;
  9. public float restPositionOffset;
  10. public float springConstant = 1f;
  11. public float dampningFactor = 1f;
  12. public float velocity;
  13. // public ForceMode springForceMode;
  14. public float displacementRange = 0.1f;
  15. public float hitPoint = 0;
  16. public float CurDisplacement;
  17. public float curDisplacement => restPosition - transform.localPosition.y;
  18. public float topMaxDisplacement => restPosition + displacementRange;
  19. public float botMaxDisplacement => restPosition - displacementRange;
  20. LayerMask groundMask;
  21. public CarController myCar;
  22. void Awake()
  23. {
  24. restPosition = transform.localPosition.y;
  25. // restPositionOffset = suspensionJoint.position.y - transform.position.y;
  26. groundMask = LayerMask.GetMask("Ground");
  27. }
  28. public float rayDist ;
  29. // Update is called once per frame
  30. void FixedUpdate()
  31. {
  32. if (myCar == null) { return; }
  33. RaycastHit hit = new RaycastHit();
  34. float newDisplacement = transform.localPosition.y;
  35. float bottomEnd = transform.position.y - radius;
  36. Vector3 topEnd = transform.position + new Vector3(0, radius, 0);
  37. bool grounded = false;
  38. if (Physics.Linecast(suspensionJoint.position, suspensionJoint.position - new Vector3(0,((radius*2)+(displacementRange))), out hit, groundMask))
  39. {
  40. Debug.DrawLine(suspensionJoint.position, hit.point, Color.red);
  41. hitPoint = hit.point.y;
  42. transform.position = new Vector3(suspensionJoint.position.x, hitPoint + (radius), suspensionJoint.position.z);
  43. rayDist = suspensionJoint.position.y - hitPoint;
  44. CurDisplacement = restPositionOffset - rayDist;
  45. velocity = Vector3.Dot(transform.up, myCar.rb.GetPointVelocity(transform.position));
  46. force = (CurDisplacement * springConstant) - (velocity * dampningFactor);
  47. myCar.rb.AddForceAtPosition(Vector3.up * force, transform.position);
  48. grounded = true;
  49. }
  50. else
  51. {
  52. // transform.localPosition = Vector3.Lerp(transform.position,
  53. // new Vector3(transform.localPosition.x, botMaxDisplacement, transform.localPosition.z),0.2f);
  54. }
  55. // transform.localPosition = new Vector3(transform.localPosition.x, transform.localPosition.y + velocity, transform.localPosition.z);
  56. }
  57. public float force;
  58. void OnDrawGizmos()
  59. {
  60. Gizmos.color = Color.green;
  61. int segmants = 12;
  62. Vector3 lastPoint = Vector3.zero;
  63. for (int i = 0; i < segmants; i++)
  64. {
  65. float theta = ((Mathf.PI * 2) / segmants) * i;
  66. float z = transform.position.z + (radius * Mathf.Sin(theta));
  67. float y = transform.position.y + (radius * Mathf.Cos(theta));
  68. Vector3 thisPoint = new Vector3(transform.position.x, y, z);
  69. if (i > 0) { Gizmos.DrawLine(lastPoint, thisPoint); }
  70. lastPoint = thisPoint;
  71. }
  72. Gizmos.DrawWireSphere(new Vector3(transform.position.x, hitPoint, transform.position.z), 0.2f);
  73. }
  74. }