BicycleController.cs 6.0 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using System.Linq;
  5. using UnityEngine;
  6. using UnityEngine.EventSystems;
  7. using UnityEngine.Serialization;
  8. using Valve.VR.InteractionSystem;
  9. public class BicycleController : MonoBehaviour
  10. {
  11. [Header("Visible Game Objects")] public GameObject rearWheel;
  12. public GameObject frontWheel;
  13. public GameObject crank;
  14. public GameObject pedalL;
  15. public GameObject pedalR;
  16. public GameObject fork;
  17. public GameObject bike;
  18. [Header("Game Objects for Physics")] public Transform centerOfMass;
  19. [FormerlySerializedAs("rb")] public Rigidbody rigidBody;
  20. public WheelConfig wheelConfig;
  21. [Header("Values")] public float offsetCollidersFromWheel = 0.25f;
  22. public float oneRotationSpeed = 2.7f;
  23. public float crankMultiplier = 2f;
  24. public float maxMotorTorque = 1000;
  25. public float maxSteeringAngle = 5f;
  26. [Range(0, 1)] public float relativeLeanAmount = 0.01f;
  27. private WheelCollider[] allWheelColliders;
  28. public float CurrentSteerAngle { get; set; } = 0f;
  29. public float CurrentMotorTorque { get; set; } = 0f;
  30. public float CurrentBrakeTorque { get; set; } = 0f;
  31. public float CurrentLeaningAngle { get; set; } = 0f;
  32. private Quaternion startForkRot;
  33. private Vector3 upDirection = Vector3.up;
  34. private float calculatedWheelSpeed;
  35. private float initialWheelColliderY;
  36. // Start is called before the first frame update
  37. void Start()
  38. {
  39. rigidBody.centerOfMass = centerOfMass.localPosition;
  40. allWheelColliders = wheelConfig.AllWheels;
  41. wheelConfig.AdjustToGameObjects(frontWheel.transform, rearWheel.transform, offsetCollidersFromWheel);
  42. initialWheelColliderY = allWheelColliders[0].transform.localPosition.y;
  43. //startForkRot = fork.transform.localRotation; wheelPositions = new Vector3[wheelColliders.Count];
  44. }
  45. void Update()
  46. {
  47. RotateMeshes();
  48. //RotateFork();
  49. Debug.Log("rotation: " + CurrentSteerAngle);
  50. }
  51. void FixedUpdate()
  52. {
  53. ApplyColliderForces();
  54. Lean();
  55. //RotateStraight();
  56. }
  57. private void ApplyColliderForces()
  58. {
  59. ControlSteer(new[] {wheelConfig.frontLeft, wheelConfig.frontRight});
  60. ControlTorque(new[] {wheelConfig.rearLeft, wheelConfig.rearRight});
  61. }
  62. private void ControlSteer(IEnumerable<WheelCollider> colliders)
  63. {
  64. //float steering = maxSteeringAngle * CurrentSteerAngle * 0.2f;
  65. //leftWheels.localPosition = -Vector3.up * (relativeLeanAmount * CurrentSteerAngle * rigidBody.velocity.magnitude * 0.2f);
  66. //rightWheels.localPosition = Vector3.up * (relativeLeanAmount * CurrentSteerAngle * rigidBody.velocity.magnitude * 0.2f);
  67. colliders.ForEach(c => c.steerAngle = CurrentSteerAngle);
  68. }
  69. private void ControlTorque(IEnumerable<WheelCollider> colliders)
  70. {
  71. foreach (var c in colliders)
  72. {
  73. c.motorTorque = CurrentMotorTorque;
  74. c.brakeTorque = CurrentBrakeTorque;
  75. }
  76. }
  77. private void Lean()
  78. {
  79. //reset all wheels to being centered
  80. if (CurrentLeaningAngle == 0) //TODO: maybe add a threshold for leaning, e.g. < -0.05 and > 0.05
  81. {
  82. //leaning left, left wheels up, right wheels down
  83. ApplyOffsetToTransform(wheelConfig.frontLeft.transform, initialWheelColliderY);
  84. ApplyOffsetToTransform(wheelConfig.rearLeft.transform, initialWheelColliderY);
  85. ApplyOffsetToTransform(wheelConfig.frontRight.transform, initialWheelColliderY);
  86. ApplyOffsetToTransform(wheelConfig.rearRight.transform, initialWheelColliderY);
  87. }
  88. //CurrentLeaningAngle < 0 -> leaning left, > 0 -> right
  89. var leaningAbs = Mathf.Abs(CurrentLeaningAngle * Mathf.Deg2Rad);
  90. //calculate offset for wheels; description Docu folder
  91. //1.57079633 rad = 90 deg
  92. var verticalOffset = offsetCollidersFromWheel * Mathf.Sin(leaningAbs) / Mathf.Sin(1.57079633f - leaningAbs);
  93. var yPlusOffset = initialWheelColliderY + verticalOffset;
  94. var yMinusOffset = initialWheelColliderY - verticalOffset;
  95. if (CurrentLeaningAngle < 0) //TODO: maybe add a threshold for leaning, e.g. < -0.05 and > 0.05
  96. {
  97. //leaning left, left wheels up, right wheels down
  98. ApplyOffsetToTransform(wheelConfig.frontLeft.transform, yPlusOffset);
  99. ApplyOffsetToTransform(wheelConfig.rearLeft.transform, yPlusOffset);
  100. ApplyOffsetToTransform(wheelConfig.frontRight.transform, yMinusOffset);
  101. ApplyOffsetToTransform(wheelConfig.rearRight.transform, yMinusOffset);
  102. }
  103. else if (CurrentLeaningAngle > 0)
  104. {
  105. //leaning right, right wheels up, left wheels down
  106. ApplyOffsetToTransform(wheelConfig.frontLeft.transform, yMinusOffset);
  107. ApplyOffsetToTransform(wheelConfig.rearLeft.transform, yMinusOffset);
  108. ApplyOffsetToTransform(wheelConfig.frontRight.transform, yPlusOffset);
  109. ApplyOffsetToTransform(wheelConfig.rearRight.transform, yPlusOffset);
  110. }
  111. }
  112. private void ApplyOffsetToTransform(Transform t, float newY)
  113. {
  114. var oldPos = t.localPosition;
  115. t.localPosition = new Vector3(oldPos.x, newY, oldPos.z);
  116. }
  117. private void RotateMeshes()
  118. {
  119. //RotateObject(crank, 1);
  120. //RotateObject(pedalL, -1);
  121. //RotateObject(pedalR, -1);
  122. RotateObject(rearWheel, crankMultiplier);
  123. RotateObject(frontWheel, crankMultiplier);
  124. }
  125. private void RotateFork()
  126. {
  127. fork.transform.localRotation = startForkRot;
  128. fork.transform.RotateAround(fork.transform.position, fork.transform.up, maxSteeringAngle * CurrentSteerAngle);
  129. }
  130. //rotates the meshes
  131. void RotateObject(GameObject obj, float multiplier)
  132. {
  133. obj.transform.Rotate(Time.deltaTime * rigidBody.velocity.magnitude * (360f / oneRotationSpeed) * multiplier, 0,
  134. 0);
  135. //obj.transform.Rotate(Time.deltaTime * rotSpeed * (360f / oneRotationSpeed) * multiplier, 0, 0);
  136. }
  137. }