RbBicycleController.cs 5.3 KB

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  1. using System;
  2. using UnityEngine;
  3. using Wheels;
  4. namespace Controller.Bicycle
  5. {
  6. public class RbBicycleController : BicycleControllerBaseBehaviour, IBicycleController
  7. {
  8. #region Variables
  9. private const float THRESHOLD_GRADIENT_ZERO = .05f;
  10. private Transform rbTransform;
  11. private float currentSteerAngle;
  12. private float currentLeaningAngle;
  13. private float currentSpeedSensed;
  14. private float currentSpeedAdjusted;
  15. private float previousSpeedAdjusted;
  16. //private float previousSpeedAdjusted;
  17. //private float maxDifToPreviousSpeedDueToGradientPerSecond = 2f;
  18. [Header("Slope Impact")] public bool adjustSpeedToSlope = true;
  19. public Vector3 Forward => rbTransform.forward;
  20. public Vector3 Right => -rbTransform.right;
  21. public Vector3 Up => rbTransform.up;
  22. public BicycleControllerMode ControllerMode
  23. {
  24. get => controllerMode;
  25. set => controllerMode = value;
  26. }
  27. public float CurrentSpeed
  28. {
  29. get => adjustSpeedToSlope ? currentSpeedAdjusted : currentSpeedSensed;
  30. set => currentSpeedSensed = Mathf.Clamp(value, 0, maxSpeed);
  31. }
  32. public float CurrentSpeedKph => CurrentSpeed * 3.6f;
  33. public float CurrentSteerAngle
  34. {
  35. get => currentSteerAngle;
  36. set => currentSteerAngle = Mathf.Clamp(value, -maxSteeringAngle, maxSteeringAngle);
  37. }
  38. public float CurrentLeaningAngle
  39. {
  40. get => currentLeaningAngle;
  41. set
  42. {
  43. //don't lean while standing / walking to bike
  44. if (rigidBody.velocity.magnitude < .5f) return;
  45. currentLeaningAngle = Mathf.Clamp(value, -maxLeaningAngle, maxLeaningAngle);
  46. }
  47. }
  48. public Vector3 RigidBodyVelocity => rigidBody.velocity;
  49. #endregion
  50. private void Awake()
  51. {
  52. rbTransform = rigidBody.transform;
  53. rigidBody.freezeRotation = true;
  54. rigidBody.centerOfMass = centerOfMass.position;
  55. }
  56. private void FixedUpdate()
  57. {
  58. //rigidBody.isKinematic = currentSpeed <= THRESHOLD_STANDING;
  59. ApplyVelocity();
  60. ApplySteerAngleAndRotation();
  61. }
  62. private void ApplyVelocity()
  63. {
  64. var targetVelocity = CalculateTargetVelocity();
  65. var velocityChange = targetVelocity - rigidBody.velocity;
  66. velocityChange.y = 0;
  67. rigidBody.AddForce(velocityChange, ForceMode.VelocityChange);
  68. }
  69. private Vector3 CalculateTargetVelocity()
  70. {
  71. AdjustSpeedToGradientIfNeeded();
  72. var tv = new Vector3(0, 0, currentSpeedAdjusted);
  73. tv = rbTransform.TransformDirection(tv);
  74. return tv;
  75. }
  76. private void AdjustSpeedToGradientIfNeeded()
  77. {
  78. //previousSpeedAdjusted = currentSpeedAdjusted;
  79. var bikeAngle = rbTransform.localRotation.eulerAngles.x;
  80. if (!adjustSpeedToSlope || Mathf.Abs(bikeAngle) <= THRESHOLD_GRADIENT_ZERO)
  81. {
  82. currentSpeedAdjusted = currentSpeedSensed;
  83. return;
  84. }
  85. if (bikeAngle > 180)
  86. {
  87. bikeAngle -= 360f;
  88. }
  89. else if (bikeAngle < -180)
  90. {
  91. bikeAngle = 360f - bikeAngle;
  92. }
  93. var gradientDeg = -bikeAngle;
  94. var gradient = Mathf.Tan(gradientDeg * Mathf.Deg2Rad);
  95. //var maxDif = maxDifToPreviousSpeedDueToGradientPerSecond * Time.deltaTime;
  96. //var dif = Math.Abs(currentSpeedSensed)
  97. currentSpeedAdjusted = gradient < 0
  98. ? currentSpeedSensed * 1.5f
  99. : BicyclePhysics.SpeedAtGradientForSpeedAtFlat(currentSpeedSensed, rigidBody.mass,
  100. gradient); //TODO make work for downhill - and lerp between the speeds!
  101. }
  102. private void ApplySteerAngleAndRotation()
  103. {
  104. //don't lean and rotate when veeeeeery sloooow/standing. Otherwise bike will rotate already
  105. if (CurrentSpeed < 0.3f) //ca 1 km/h
  106. {
  107. CurrentSteerAngle = 0;
  108. CurrentLeaningAngle = 0;
  109. }
  110. var sumMode = controllerMode.weightLeaning + controllerMode.weightSteering;
  111. var calculatedSteerAngle = (controllerMode.weightSteering * CurrentSteerAngle +
  112. controllerMode.weightLeaning + currentLeaningAngle) /
  113. sumMode; //TODO: maybe define what leaning angle means as steering angle;
  114. var r = rbTransform.localRotation.eulerAngles;
  115. float rectifiedZ;
  116. if (r.z > 180f)
  117. {
  118. rectifiedZ = -360 + r.z;
  119. }else if (r.z < -180f)
  120. {
  121. rectifiedZ = 360 + r.z;
  122. }
  123. else
  124. {
  125. rectifiedZ = r.z;
  126. }
  127. var leanDif = -CurrentLeaningAngle - rectifiedZ;
  128. rbTransform.localRotation =
  129. Quaternion.Euler(r + new Vector3(0, calculatedSteerAngle, leanDif) * Time.fixedDeltaTime);
  130. }
  131. }
  132. }