Wheel.cs 4.7 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 tireGripFactor =1f;
  12. public float tireMass = 1f;
  13. public float steerAngle = 25;
  14. public float dampningFactor = 1f;
  15. public float velocity;
  16. // public ForceMode springForceMode;
  17. public float displacementRange = 0.1f;
  18. public float hitPoint = 0;
  19. public float CurDisplacement;
  20. public float curDisplacement => restPosition - transform.localPosition.y;
  21. public float topMaxDisplacement => restPosition + displacementRange;
  22. public float botMaxDisplacement => restPosition - displacementRange;
  23. public float bottomEnd => transform.position.y - radius;
  24. LayerMask groundMask;
  25. public CarController myCar;
  26. void Awake()
  27. {
  28. restPosition = transform.localPosition.y;
  29. // restPositionOffset = suspensionJoint.position.y - transform.position.y;
  30. groundMask = LayerMask.GetMask("Ground");
  31. }
  32. public float rayDist ;
  33. // Update is called once per frame
  34. bool grounded = false;
  35. void FixedUpdate()
  36. {
  37. if (myCar == null) { return; }
  38. RaycastHit hit = new RaycastHit();
  39. float newDisplacement = transform.localPosition.y;
  40. Vector3 topEnd = transform.position + new Vector3(0, radius, 0);
  41. grounded=false;
  42. if (Physics.Linecast(suspensionJoint.position, suspensionJoint.position -(transform.up * ((radius*2)+(displacementRange))), out hit, groundMask))
  43. {
  44. Debug.DrawLine(suspensionJoint.position, hit.point, Color.red);
  45. hitPoint = hit.point.y;
  46. transform.position = new Vector3(suspensionJoint.position.x, hitPoint + (radius), suspensionJoint.position.z);
  47. rayDist = suspensionJoint.position.y - hitPoint;
  48. CurDisplacement = restPositionOffset - rayDist;
  49. velocity = Vector3.Dot(transform.up, myCar.rb.GetPointVelocity(transform.position));
  50. force = (CurDisplacement * springConstant) - (velocity * dampningFactor);
  51. myCar.rb.AddForceAtPosition(transform.up * force, transform.position);
  52. grounded = true;
  53. Friction();
  54. }
  55. else
  56. {
  57. transform.localPosition = Vector3.Lerp(transform.localPosition,
  58. new Vector3(transform.localPosition.x, botMaxDisplacement, transform.localPosition.z),0.2f);
  59. }
  60. // transform.localPosition = new Vector3(transform.localPosition.x, transform.localPosition.y + velocity, transform.localPosition.z);
  61. }
  62. public void Rotate(float input){
  63. if(grounded ){
  64. if(input >0){
  65. }
  66. Vector3 accelDir = transform.forward;
  67. float carSpeed = Vector3.Dot(myCar.transform.forward, myCar.rb.velocity);
  68. float normalizedSpeed= Mathf.Clamp01(Mathf.Abs(carSpeed) / myCar.TopSpeed);
  69. float availableTorque = myCar.PowerCurve.Evaluate(normalizedSpeed) * input * myCar.EnginePower;
  70. myCar.rb.AddForceAtPosition(accelDir * availableTorque, transform.position);
  71. }
  72. }
  73. void Friction(){
  74. if(grounded){
  75. Vector3 steeringDir = transform.right;
  76. Vector3 tireWorldVel = myCar.rb.GetPointVelocity(transform.position);
  77. float steeringVel = Vector3.Dot(steeringDir, tireWorldVel);
  78. float desiredVelChange = -steeringVel * tireGripFactor;
  79. float desiredAccel = desiredVelChange / Time.fixedDeltaTime;
  80. Vector3 friction = steeringDir * tireMass * desiredAccel;
  81. // friction = new Vector3(friction.x, 0, friction.z);
  82. myCar.rb.AddForceAtPosition(friction, transform.position);
  83. }
  84. }
  85. public void Steer(float input){
  86. transform.localEulerAngles = new Vector3(transform.localEulerAngles.x, input * steerAngle, transform.localEulerAngles.z);
  87. }
  88. public float force;
  89. void OnDrawGizmos()
  90. {
  91. Gizmos.color = Color.green;
  92. int segmants = 12;
  93. Vector3 lastPoint = Vector3.zero;
  94. for (int i = 0; i < segmants; i++)
  95. {
  96. float theta = ((Mathf.PI * 2) / segmants) * i;
  97. float z = transform.position.z + (radius * Mathf.Sin(theta));
  98. float y = transform.position.y + (radius * Mathf.Cos(theta));
  99. Vector3 thisPoint = new Vector3(transform.position.x, y, z);
  100. if (i > 0) { Gizmos.DrawLine(lastPoint, thisPoint); }
  101. lastPoint = thisPoint;
  102. }
  103. Gizmos.DrawWireSphere(new Vector3(transform.position.x, hitPoint, transform.position.z), 0.2f);
  104. }
  105. }