Suspensions working

This commit is contained in:
Sewmina 2022-10-04 00:40:55 +05:30
parent e1dbc3be55
commit 6b85258da0
6 changed files with 355 additions and 114 deletions

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@ -18,8 +18,7 @@ public class CarController : MonoBehaviour
}
// Update is called once per frame
void Update()
void FixedUpdate()
{
}
}

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@ -4,92 +4,82 @@ using UnityEngine;
public class Wheel : MonoBehaviour
{
public float radius =0.35f;
public float defaultPosition;
public float springConstant =1f;
public ForceMode springForceMode;
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 dampningSpeed =0.1f;
public float hitPoint=0;
public float curDisplacement => defaultPosition- transform.localPosition.y;
public float minDisplacement => defaultPosition + displacementRange;
public float maxDisplacement => defaultPosition - displacementRange;
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()
{
defaultPosition=transform.localPosition.y;
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;}
if (myCar == null) { return; }
RaycastHit hit = new RaycastHit();
float newDisplacement = transform.localPosition.y;
float bottomEnd = transform.position.y - radius;
// hitPoint=0;
bool grounded=false;
Vector3 topEnd = transform.position + new Vector3(0, radius, 0);
// if(Physics.Linecast(transform.position+new Vector3(0,0,-0.1f), new Vector3(transform.position.x,bottomEnd,transform.position.z-0.1f), out hit, groundMask)){
// Debug.DrawLine(transform.position, hit.point, Color.red);
// hitPoint=hit.point.y;
// grounded=true;
// }
if(Physics.Linecast(transform.position, new Vector3(transform.position.x,bottomEnd,transform.position.z), out hit, groundMask)){
Debug.DrawLine(transform.position, hit.point, Color.red);
// if(hit.point.y > hitPoint){
hitPoint=hit.point.y;
// }
grounded=true;
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;
}
// if(Physics.Linecast(transform.position+new Vector3(0,0,0.1f), new Vector3(transform.position.x,bottomEnd,transform.position.z+0.1f), out hit, groundMask)){
// Debug.DrawLine(transform.position, hit.point, Color.red);
// if(hit.point.y > hitPoint){
// hitPoint=hit.point.y;
// }
// grounded=true;
// }
if(!grounded){
newDisplacement = maxDisplacement;
Debug.Log("Not Touching ground ");
}else{
newDisplacement=hitPoint+radius;
else
{
// transform.localPosition = Vector3.Lerp(transform.position,
// new Vector3(transform.localPosition.x, botMaxDisplacement, transform.localPosition.z),0.2f);
}
transform.position = Vector3.Lerp(transform.position, new Vector3(transform.position.x,newDisplacement, transform.position.z),dampningSpeed);
if(curDisplacement < 0){
//Apply upforce
}
myCar.rb.AddForceAtPosition(-Physics.gravity*springConstant,transform.position,springForceMode);
// transform.localPosition = new Vector3(transform.localPosition.x, transform.localPosition.y + velocity, transform.localPosition.z);
}
void OnDrawGizmos() {
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);
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);}
if (i > 0) { Gizmos.DrawLine(lastPoint, thisPoint); }
lastPoint = thisPoint;
}
Gizmos.DrawWireSphere(new Vector3(transform.position.x,hitPoint,transform.position.z),0.2f);
Gizmos.DrawWireSphere(new Vector3(transform.position.x, hitPoint, transform.position.z), 0.2f);
}
}

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