SimpleCarController/Assets/Scripts/Wheel.cs
2022-10-04 04:44:54 +05:30

125 lines
4.7 KiB
C#

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 steerAngle = 25;
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, 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(transform.up * force, transform.position);
grounded = true;
Friction();
}
else
{
transform.localPosition = Vector3.Lerp(transform.localPosition,
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 ){
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;
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);
}
}