Wheel.cs 6.1 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 dampningFactor = 1f;
  14. public float velocity;
  15. // public ForceMode springForceMode;
  16. public float displacementRange = 0.1f;
  17. public float hitPoint = 0;
  18. public float CurDisplacement;
  19. public float curDisplacement => restPosition - transform.localPosition.y;
  20. public float topMaxDisplacement => restPosition + displacementRange;
  21. public float botMaxDisplacement => restPosition - displacementRange;
  22. public float bottomEnd => transform.position.y - radius;
  23. LayerMask groundMask;
  24. public CarController myCar;
  25. void Awake()
  26. {
  27. restPosition = transform.localPosition.y;
  28. // restPositionOffset = suspensionJoint.position.y - transform.position.y;
  29. groundMask = LayerMask.GetMask("Ground");
  30. }
  31. public float rayDist ;
  32. // Update is called once per frame
  33. bool grounded = false;
  34. void FixedUpdate()
  35. {
  36. if (myCar == null) { return; }
  37. RaycastHit hit = new RaycastHit();
  38. float newDisplacement = transform.localPosition.y;
  39. Vector3 topEnd = transform.position + new Vector3(0, radius, 0);
  40. grounded=false;
  41. if (Physics.Linecast(suspensionJoint.position, suspensionJoint.position -(transform.up * ((radius*2)+(displacementRange))), out hit))
  42. {
  43. // Debug.DrawLine(suspensionJoint.position, hit.point, Color.red);
  44. hitPoint = hit.point.y;
  45. // transform.position = new Vector3(suspensionJoint.position.x, hitPoint + (radius), suspensionJoint.position.z);
  46. rayDist = suspensionJoint.position.y - hitPoint;
  47. transform.position = suspensionJoint.position - (suspensionJoint.up *(rayDist - (radius)));
  48. CurDisplacement = restPositionOffset - rayDist;
  49. velocity = Vector3.Dot(transform.up, myCar.rb.GetPointVelocity(transform.position));
  50. force = (CurDisplacement * springConstant) - (velocity * dampningFactor);
  51. if(force < 0){force=0;}
  52. myCar.rb.AddForceAtPosition(transform.up * force, transform.position);
  53. Debug.DrawLine(suspensionJoint.position, transform.position + (transform.up * force), Color.red);
  54. grounded = true;
  55. Friction();
  56. }
  57. else
  58. {
  59. Vector3 newPosition = suspensionJoint.position - (suspensionJoint.up * ((radius)+(displacementRange)));
  60. transform.position = Vector3.Lerp(transform.position, newPosition, 0.2f);
  61. // new Vector3(transform.localPosition.x, botMaxDisplacement, transform.localPosition.z),0.2f);
  62. }
  63. // transform.localPosition = new Vector3(transform.localPosition.x, transform.localPosition.y + velocity, transform.localPosition.z);
  64. }
  65. public void Rotate(float input){
  66. if(grounded ){
  67. Vector3 accelDir = transform.forward;
  68. if(input ==0){
  69. //Decelerate
  70. Vector3 force = accelDir * -myCar.curSpeed/myCar.Deceleration;
  71. myCar.rb.AddForceAtPosition(force, suspensionJoint.position);
  72. Debug.DrawLine(suspensionJoint.position, suspensionJoint.position + force, Color.red);
  73. }else{
  74. float normalizedSpeed= Mathf.Clamp01(Mathf.Abs(myCar.curSpeed) / myCar.TopSpeed);
  75. float availableTorque = myCar.PowerCurve.Evaluate(normalizedSpeed) * input * myCar.EnginePower;
  76. Vector3 force = accelDir * availableTorque;
  77. myCar.rb.AddForceAtPosition(force, suspensionJoint.position);
  78. Debug.DrawLine(suspensionJoint.position, suspensionJoint.position + force, Color.blue);
  79. }
  80. }
  81. }
  82. public void Brake(){
  83. if(!grounded){return;}
  84. Vector3 accelDir = transform.forward;
  85. Vector3 force = accelDir * -myCar.curSpeed/myCar.BrakePower;
  86. myCar.rb.AddForceAtPosition(force, suspensionJoint.position);
  87. Debug.DrawLine(suspensionJoint.position, suspensionJoint.position + force, Color.red);
  88. }
  89. void Friction(){
  90. if(grounded){
  91. Vector3 steeringDir = transform.right;
  92. Vector3 tireWorldVel = myCar.rb.GetPointVelocity(suspensionJoint.position);
  93. float steeringVel = Vector3.Dot(steeringDir, tireWorldVel);
  94. float desiredVelChange = -steeringVel * tireGripFactor;
  95. float desiredAccel = desiredVelChange / Time.fixedDeltaTime;
  96. Vector3 friction = steeringDir * tireMass * desiredAccel;
  97. // friction = new Vector3(friction.x, 0, friction.z);
  98. Debug.DrawLine(suspensionJoint.position, suspensionJoint.position + friction, Color.blue);
  99. myCar.rb.AddForceAtPosition(friction, suspensionJoint.position);
  100. }
  101. }
  102. public void Steer(float input){
  103. float carSpeed = Mathf.Clamp01(Vector3.Dot(myCar.transform.forward, myCar.rb.velocity) / myCar.TopSpeed);
  104. float newSteerAngle = myCar.maxSteerAngle - ((myCar.maxSteerAngle - myCar.minSteerAngle) * carSpeed);
  105. transform.localEulerAngles = new Vector3(transform.localEulerAngles.x, input * newSteerAngle, transform.localEulerAngles.z);
  106. }
  107. public float force;
  108. void OnDrawGizmos()
  109. {
  110. Gizmos.color = Color.green;
  111. int segmants = 12;
  112. Vector3 lastPoint = Vector3.zero;
  113. for (int i = 0; i < segmants; i++)
  114. {
  115. float theta = ((Mathf.PI * 2) / segmants) * i;
  116. float z = transform.position.z + (radius * Mathf.Sin(theta));
  117. float y = transform.position.y + (radius * Mathf.Cos(theta));
  118. Vector3 thisPoint = new Vector3(transform.position.x, y, z);
  119. if (i > 0) { Gizmos.DrawLine(lastPoint, thisPoint); }
  120. lastPoint = thisPoint;
  121. }
  122. Gizmos.DrawWireSphere(new Vector3(transform.position.x, hitPoint, transform.position.z), 0.2f);
  123. }
  124. }