WcBicycleController.cs 6.7 KB

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  1. using System.Collections.Generic;
  2. using Controller.Bicycle;
  3. using UnityEngine;
  4. using UnityEngine.Serialization;
  5. using Valve.VR.InteractionSystem;
  6. namespace Controller.Bicycle
  7. {
  8. public class WcBicycleController : MonoBehaviour, IBicycleController
  9. {
  10. #region Variables
  11. [Header("Visible Game Objects")] public GameObject rearWheel;
  12. public GameObject frontWheel;
  13. [Header("Game Objects for Physics")] public Transform centerOfMass;
  14. [FormerlySerializedAs("rb")] public Rigidbody rigidBody;
  15. public WheelConfig wheelConfig;
  16. [Header("Values")] public float offsetCollidersFromWheel = 0.25f;
  17. public float maxLeaningAngle = 35f;
  18. public float maxSteeringAngle = 80f;
  19. [Range(0,15)]
  20. [Tooltip("Speed in m/s")]
  21. public float maxSpeed = 11.111f; //40 km/h
  22. public float maxBreakTorque = 2000f;
  23. public float maxMotorTorque = 1000f;
  24. public BicycleControllerMode ControllerMode { get; set; }
  25. public float CurrentSpeed
  26. {
  27. get => currentSpeed;
  28. set => currentSpeed = Mathf.Clamp(value, 0, maxSpeed);
  29. }
  30. public float CurrentSteerAngle
  31. {
  32. get => currentSteerAngle;
  33. set => currentSteerAngle = Mathf.Clamp(value, -maxSteeringAngle, maxSteeringAngle);
  34. }
  35. public float CurrentLeaningAngle
  36. {
  37. get => currentLeaningAngle;
  38. set => currentLeaningAngle = Mathf.Clamp(value, -maxLeaningAngle, maxLeaningAngle);
  39. }
  40. private WheelCollider[] allWheelColliders;
  41. private float initialWheelColliderY;
  42. private float currentSteerAngle = 0f;
  43. private float currentLeaningAngle = 0f;
  44. private float currentSpeed;
  45. #endregion
  46. // Start is called before the first frame update
  47. void Start()
  48. {
  49. rigidBody.centerOfMass = centerOfMass.localPosition;
  50. allWheelColliders = wheelConfig.AllWheels;
  51. wheelConfig.AdjustToGameObjects(frontWheel.transform, rearWheel.transform, offsetCollidersFromWheel);
  52. initialWheelColliderY = allWheelColliders[0].transform.localPosition.y;
  53. }
  54. void FixedUpdate()
  55. {
  56. ApplyColliderForces();
  57. Lean();
  58. //RotateStraight();
  59. }
  60. private void ApplyColliderForces()
  61. {
  62. //offsetCollidersFromWheel = Mathf.Max(0.05f, 0.45f - rigidBody.velocity.magnitude * 0.07f);
  63. //wheelConfig.AdjustToGameObjects(frontWheel.transform, rearWheel.transform, offsetCollidersFromWheel);
  64. ControlSteer(new[] {wheelConfig.frontLeft, wheelConfig.frontRight});
  65. ControlTorque(new[] {wheelConfig.rearLeft, wheelConfig.rearRight});
  66. }
  67. private void ControlSteer(IEnumerable<WheelCollider> colliders)
  68. {
  69. //float steering = maxSteeringAngle * CurrentSteerAngle * 0.2f;
  70. //leftWheels.localPosition = -Vector3.up * (relativeLeanAmount * CurrentSteerAngle * rigidBody.velocity.magnitude * 0.2f);
  71. //rightWheels.localPosition = Vector3.up * (relativeLeanAmount * CurrentSteerAngle * rigidBody.velocity.magnitude * 0.2f);
  72. colliders.ForEach(c => c.steerAngle = CurrentSteerAngle);
  73. }
  74. private void ControlTorque(IEnumerable<WheelCollider> colliders)
  75. {
  76. var rbSpeed = rigidBody.velocity.magnitude;
  77. var speedDif = CurrentSpeed - rbSpeed;
  78. var ratio = speedDif / maxSpeed;
  79. var brakeTorque = 0f;
  80. var motorTorque = 0f;
  81. if (speedDif >= .1f) // 0.36 km/h
  82. {
  83. var torque = maxMotorTorque * ratio;
  84. //Debug.Log($"SpeedDif = {speedDif} -> applying Torque {torque} (Ratio: {ratio})");
  85. brakeTorque = 0;
  86. motorTorque = torque;
  87. }
  88. else if (speedDif <= -.1f)
  89. {
  90. var torque = -maxBreakTorque * ratio;
  91. //Debug.Log($"SpeedDif = {speedDif} -> applying brake Torque {torque} (Ratio: {ratio})");
  92. motorTorque = 0;
  93. brakeTorque = torque;
  94. }
  95. foreach (var c in colliders)
  96. {
  97. c.motorTorque = motorTorque;
  98. c.brakeTorque = brakeTorque;
  99. }
  100. }
  101. private void Lean()
  102. {
  103. //reset all wheels to being centered
  104. if (CurrentLeaningAngle == 0) //TODO: maybe add a threshold for leaning, e.g. < -0.05 and > 0.05
  105. {
  106. //leaning left, left wheels up, right wheels down
  107. ApplyOffsetToTransform(wheelConfig.frontLeft.transform, initialWheelColliderY);
  108. ApplyOffsetToTransform(wheelConfig.rearLeft.transform, initialWheelColliderY);
  109. ApplyOffsetToTransform(wheelConfig.frontRight.transform, initialWheelColliderY);
  110. ApplyOffsetToTransform(wheelConfig.rearRight.transform, initialWheelColliderY);
  111. }
  112. //CurrentLeaningAngle < 0 -> leaning left, > 0 -> right
  113. var leaningAbs = Mathf.Abs(CurrentLeaningAngle * Mathf.Deg2Rad);
  114. //calculate offset for wheels; description Docu folder
  115. //1.57079633 rad = 90 deg
  116. var verticalOffset = offsetCollidersFromWheel * Mathf.Sin(leaningAbs) / Mathf.Sin(1.57079633f - leaningAbs);
  117. var yPlusOffset = initialWheelColliderY + verticalOffset;
  118. var yMinusOffset = initialWheelColliderY - verticalOffset;
  119. if (CurrentLeaningAngle < 0) //TODO: maybe add a threshold for leaning, e.g. < -0.05 and > 0.05
  120. {
  121. //leaning left, left wheels up, right wheels down
  122. ApplyOffsetToTransform(wheelConfig.frontLeft.transform, yPlusOffset);
  123. ApplyOffsetToTransform(wheelConfig.rearLeft.transform, yPlusOffset);
  124. ApplyOffsetToTransform(wheelConfig.frontRight.transform, yMinusOffset);
  125. ApplyOffsetToTransform(wheelConfig.rearRight.transform, yMinusOffset);
  126. }
  127. else if (CurrentLeaningAngle > 0)
  128. {
  129. //leaning right, right wheels up, left wheels down
  130. ApplyOffsetToTransform(wheelConfig.frontLeft.transform, yMinusOffset);
  131. ApplyOffsetToTransform(wheelConfig.rearLeft.transform, yMinusOffset);
  132. ApplyOffsetToTransform(wheelConfig.frontRight.transform, yPlusOffset);
  133. ApplyOffsetToTransform(wheelConfig.rearRight.transform, yPlusOffset);
  134. }
  135. }
  136. private void ApplyOffsetToTransform(Transform t, float newY)
  137. {
  138. var oldPos = t.localPosition;
  139. t.localPosition = new Vector3(oldPos.x, newY, oldPos.z);
  140. }
  141. }
  142. }