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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 tireGripFactor =1f;
- public float tireMass = 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;
- public float bottomEnd => transform.position.y - radius;
- 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
- bool grounded = false;
- void FixedUpdate()
- {
- if (myCar == null) { return; }
-
- RaycastHit hit = new RaycastHit();
- float newDisplacement = transform.localPosition.y;
-
- Vector3 topEnd = transform.position + new Vector3(0, radius, 0);
- grounded=false;
- if (Physics.Linecast(suspensionJoint.position, suspensionJoint.position -(transform.up * ((radius*2)+(displacementRange))), out hit))
- {
- // 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;
- transform.position = suspensionJoint.position - (suspensionJoint.up *(rayDist - (radius)));
- CurDisplacement = restPositionOffset - rayDist;
- velocity = Vector3.Dot(transform.up, myCar.rb.GetPointVelocity(transform.position));
- force = (CurDisplacement * springConstant) - (velocity * dampningFactor);
- if(force < 0){force=0;}
- myCar.rb.AddForceAtPosition(transform.up * force, transform.position);
- Debug.DrawLine(suspensionJoint.position, transform.position + (transform.up * force), Color.red);
- grounded = true;
- Friction();
- }
- else
- {
- Vector3 newPosition = suspensionJoint.position - (suspensionJoint.up * ((radius)+(displacementRange)));
- transform.position = Vector3.Lerp(transform.position, newPosition, 0.2f);
- // 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 void Rotate(float input){
- if(grounded ){
- Vector3 accelDir = transform.forward;
- if(input ==0){
- //Decelerate
- Vector3 force = accelDir * -myCar.curSpeed/myCar.Deceleration;
- myCar.rb.AddForceAtPosition(force, suspensionJoint.position);
- Debug.DrawLine(suspensionJoint.position, suspensionJoint.position + force, Color.red);
- }else{
- float normalizedSpeed= Mathf.Clamp01(Mathf.Abs(myCar.curSpeed) / myCar.TopSpeed);
- float availableTorque = myCar.PowerCurve.Evaluate(normalizedSpeed) * input * myCar.EnginePower;
- Vector3 force = accelDir * availableTorque;
- myCar.rb.AddForceAtPosition(force, suspensionJoint.position);
- Debug.DrawLine(suspensionJoint.position, suspensionJoint.position + force, Color.blue);
- }
- }
- }
- public void Brake(){
- if(!grounded){return;}
- Vector3 accelDir = transform.forward;
- Vector3 force = accelDir * -myCar.curSpeed/myCar.BrakePower;
- myCar.rb.AddForceAtPosition(force, suspensionJoint.position);
- Debug.DrawLine(suspensionJoint.position, suspensionJoint.position + force, Color.red);
- }
- void Friction(){
- if(grounded){
- Vector3 steeringDir = transform.right;
- Vector3 tireWorldVel = myCar.rb.GetPointVelocity(suspensionJoint.position);
- float steeringVel = Vector3.Dot(steeringDir, tireWorldVel);
- float desiredVelChange = -steeringVel * tireGripFactor;
- float desiredAccel = desiredVelChange / Time.fixedDeltaTime;
- Vector3 friction = steeringDir * tireMass * desiredAccel;
- // friction = new Vector3(friction.x, 0, friction.z);
- Debug.DrawLine(suspensionJoint.position, suspensionJoint.position + friction, Color.blue);
- myCar.rb.AddForceAtPosition(friction, suspensionJoint.position);
- }
- }
- public void Steer(float input){
- float carSpeed = Mathf.Clamp01(Vector3.Dot(myCar.transform.forward, myCar.rb.velocity) / myCar.TopSpeed);
-
- float newSteerAngle = myCar.maxSteerAngle - ((myCar.maxSteerAngle - myCar.minSteerAngle) * carSpeed);
- transform.localEulerAngles = new Vector3(transform.localEulerAngles.x, input * newSteerAngle, transform.localEulerAngles.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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