Acceleration improved

This commit is contained in:
Sewmina 2022-10-04 04:44:54 +05:30
parent 6b85258da0
commit ec465e31a0
6 changed files with 1299 additions and 30 deletions

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,83 @@
using System;
using UnityEngine;
namespace TDLN.CameraControllers
{
public class CameraOrbit : MonoBehaviour
{
public GameObject target;
public float distance = 10.0f;
public float xSpeed = 250.0f;
public float ySpeed = 120.0f;
public float yMinLimit = -20;
public float yMaxLimit = 80;
float x = 0.0f;
float y = 0.0f;
void Start()
{
var angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
}
float prevDistance;
void LateUpdate()
{
if (distance < 2) distance = 2;
distance -= Input.GetAxis("Mouse ScrollWheel") * 2;
if (target && (Input.GetMouseButton(0) || Input.GetMouseButton(1)))
{
var pos = Input.mousePosition;
var dpiScale = 1f;
if (Screen.dpi < 1) dpiScale = 1;
if (Screen.dpi < 200) dpiScale = 1;
else dpiScale = Screen.dpi / 200f;
if (pos.x < 380 * dpiScale && Screen.height - pos.y < 250 * dpiScale) return;
// comment out these two lines if you don't want to hide mouse curser or you have a UI button
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
y = ClampAngle(y, yMinLimit, yMaxLimit);
var rotation = Quaternion.Euler(y, x, 0);
var position = rotation * new Vector3(0.0f, 0.0f, -distance) + target.transform.position;
transform.rotation = rotation;
transform.position = position;
}
else
{
// comment out these two lines if you don't want to hide mouse curser or you have a UI button
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
}
if (Math.Abs(prevDistance - distance) > 0.001f)
{
prevDistance = distance;
var rot = Quaternion.Euler(y, x, 0);
var po = rot * new Vector3(0.0f, 0.0f, -distance) + target.transform.position;
transform.rotation = rot;
transform.position = po;
}
}
static float ClampAngle(float angle, float min, float max)
{
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp(angle, min, max);
}
}
}

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@ -4,21 +4,36 @@ using UnityEngine;
public class CarController : MonoBehaviour public class CarController : MonoBehaviour
{ {
public Wheel[] wheels; public Wheel[] turningWheels;
public Wheel[] drivingWheels;
public Rigidbody rb; public Rigidbody rb;
public float TopSpeed = 10;
public AnimationCurve PowerCurve;
public float EnginePower = 5;
void Awake(){ void Awake(){
foreach(Wheel wheel in wheels){ foreach(Wheel wheel in turningWheels){
wheel.myCar= this;
}
foreach(Wheel wheel in drivingWheels){
wheel.myCar= this; wheel.myCar= this;
} }
}
void Start()
{
} }
// Update is called once per frame
void FixedUpdate() void FixedUpdate()
{ {
//up or down
foreach(Wheel wheel in drivingWheels){
wheel.Rotate(Input.GetAxis("Vertical"));
}
foreach(Wheel wheel in turningWheels){
wheel.Steer(Input.GetAxis("Horizontal"));
}
} }
} }

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@ -9,6 +9,9 @@ public class Wheel : MonoBehaviour
public float restPosition; public float restPosition;
public float restPositionOffset; public float restPositionOffset;
public float springConstant = 1f; public float springConstant = 1f;
public float tireGripFactor =1f;
public float tireMass = 1f;
public float steerAngle = 25;
public float dampningFactor = 1f; public float dampningFactor = 1f;
public float velocity; public float velocity;
// public ForceMode springForceMode; // public ForceMode springForceMode;
@ -18,6 +21,7 @@ public class Wheel : MonoBehaviour
public float curDisplacement => restPosition - transform.localPosition.y; public float curDisplacement => restPosition - transform.localPosition.y;
public float topMaxDisplacement => restPosition + displacementRange; public float topMaxDisplacement => restPosition + displacementRange;
public float botMaxDisplacement => restPosition - displacementRange; public float botMaxDisplacement => restPosition - displacementRange;
public float bottomEnd => transform.position.y - radius;
LayerMask groundMask; LayerMask groundMask;
public CarController myCar; public CarController myCar;
@ -30,17 +34,18 @@ public class Wheel : MonoBehaviour
} }
public float rayDist ; public float rayDist ;
// Update is called once per frame // Update is called once per frame
bool grounded = false;
void FixedUpdate() void FixedUpdate()
{ {
if (myCar == null) { return; } if (myCar == null) { return; }
RaycastHit hit = new RaycastHit(); RaycastHit hit = new RaycastHit();
float newDisplacement = transform.localPosition.y; float newDisplacement = transform.localPosition.y;
float bottomEnd = transform.position.y - radius;
Vector3 topEnd = transform.position + new Vector3(0, radius, 0); Vector3 topEnd = transform.position + new Vector3(0, radius, 0);
bool grounded = false; grounded=false;
if (Physics.Linecast(suspensionJoint.position, suspensionJoint.position - new Vector3(0,((radius*2)+(displacementRange))), out hit, groundMask)) if (Physics.Linecast(suspensionJoint.position, suspensionJoint.position -(transform.up * ((radius*2)+(displacementRange))), out hit, groundMask))
{ {
Debug.DrawLine(suspensionJoint.position, hit.point, Color.red); Debug.DrawLine(suspensionJoint.position, hit.point, Color.red);
hitPoint = hit.point.y; hitPoint = hit.point.y;
@ -49,17 +54,51 @@ public class Wheel : MonoBehaviour
CurDisplacement = restPositionOffset - rayDist; CurDisplacement = restPositionOffset - rayDist;
velocity = Vector3.Dot(transform.up, myCar.rb.GetPointVelocity(transform.position)); velocity = Vector3.Dot(transform.up, myCar.rb.GetPointVelocity(transform.position));
force = (CurDisplacement * springConstant) - (velocity * dampningFactor); force = (CurDisplacement * springConstant) - (velocity * dampningFactor);
myCar.rb.AddForceAtPosition(Vector3.up * force, transform.position); myCar.rb.AddForceAtPosition(transform.up * force, transform.position);
grounded = true; grounded = true;
Friction();
} }
else else
{ {
// transform.localPosition = Vector3.Lerp(transform.position, transform.localPosition = Vector3.Lerp(transform.localPosition,
// new Vector3(transform.localPosition.x, botMaxDisplacement, transform.localPosition.z),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); // transform.localPosition = new Vector3(transform.localPosition.x, transform.localPosition.y + velocity, transform.localPosition.z);
} }
public void Rotate(float input){
if(grounded ){
if(input >0){
}
Vector3 accelDir = transform.forward;
float carSpeed = Vector3.Dot(myCar.transform.forward, myCar.rb.velocity);
float normalizedSpeed= Mathf.Clamp01(Mathf.Abs(carSpeed) / myCar.TopSpeed);
float availableTorque = myCar.PowerCurve.Evaluate(normalizedSpeed) * input * myCar.EnginePower;
myCar.rb.AddForceAtPosition(accelDir * availableTorque, transform.position);
}
}
void Friction(){
if(grounded){
Vector3 steeringDir = transform.right;
Vector3 tireWorldVel = myCar.rb.GetPointVelocity(transform.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);
myCar.rb.AddForceAtPosition(friction, transform.position);
}
}
public void Steer(float input){
transform.localEulerAngles = new Vector3(transform.localEulerAngles.x, input * steerAngle, transform.localEulerAngles.z);
}
public float force; public float force;
void OnDrawGizmos() void OnDrawGizmos()
{ {

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@ -1,2 +1,2 @@
m_EditorVersion: 2020.3.40f1 m_EditorVersion: 2020.3.34f1
m_EditorVersionWithRevision: 2020.3.40f1 (ba48d4efcef1) m_EditorVersionWithRevision: 2020.3.34f1 (9a4c9c70452b)