BicycleController.cs 4.6 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. #region Variables
  12. [Header("Visible Game Objects")]
  13. public GameObject rearWheel;
  14. public GameObject frontWheel;
  15. [Header("Game Objects for Physics")] public Transform centerOfMass;
  16. [FormerlySerializedAs("rb")] public Rigidbody rigidBody;
  17. public WheelConfig wheelConfig;
  18. [Header("Values")]
  19. public float offsetCollidersFromWheel = 0.25f;
  20. public float CurrentSteerAngle { get; set; } = 0f;
  21. public float CurrentMotorTorque { get; set; } = 0f;
  22. public float CurrentBrakeTorque { get; set; } = 0f;
  23. public float CurrentLeaningAngle { get; set; } = 0f;
  24. private WheelCollider[] allWheelColliders;
  25. private float initialWheelColliderY;
  26. #endregion
  27. // Start is called before the first frame update
  28. void Start()
  29. {
  30. rigidBody.centerOfMass = centerOfMass.localPosition;
  31. allWheelColliders = wheelConfig.AllWheels;
  32. wheelConfig.AdjustToGameObjects(frontWheel.transform, rearWheel.transform, offsetCollidersFromWheel);
  33. initialWheelColliderY = allWheelColliders[0].transform.localPosition.y;
  34. }
  35. void FixedUpdate()
  36. {
  37. ApplyColliderForces();
  38. Lean();
  39. //RotateStraight();
  40. }
  41. private void ApplyColliderForces()
  42. {
  43. ControlSteer(new[] {wheelConfig.frontLeft, wheelConfig.frontRight});
  44. ControlTorque(new[] {wheelConfig.rearLeft, wheelConfig.rearRight});
  45. }
  46. private void ControlSteer(IEnumerable<WheelCollider> colliders)
  47. {
  48. //float steering = maxSteeringAngle * CurrentSteerAngle * 0.2f;
  49. //leftWheels.localPosition = -Vector3.up * (relativeLeanAmount * CurrentSteerAngle * rigidBody.velocity.magnitude * 0.2f);
  50. //rightWheels.localPosition = Vector3.up * (relativeLeanAmount * CurrentSteerAngle * rigidBody.velocity.magnitude * 0.2f);
  51. colliders.ForEach(c => c.steerAngle = CurrentSteerAngle);
  52. }
  53. private void ControlTorque(IEnumerable<WheelCollider> colliders)
  54. {
  55. foreach (var c in colliders)
  56. {
  57. c.motorTorque = CurrentMotorTorque;
  58. c.brakeTorque = CurrentBrakeTorque;
  59. }
  60. }
  61. private void Lean()
  62. {
  63. //reset all wheels to being centered
  64. if (CurrentLeaningAngle == 0) //TODO: maybe add a threshold for leaning, e.g. < -0.05 and > 0.05
  65. {
  66. //leaning left, left wheels up, right wheels down
  67. ApplyOffsetToTransform(wheelConfig.frontLeft.transform, initialWheelColliderY);
  68. ApplyOffsetToTransform(wheelConfig.rearLeft.transform, initialWheelColliderY);
  69. ApplyOffsetToTransform(wheelConfig.frontRight.transform, initialWheelColliderY);
  70. ApplyOffsetToTransform(wheelConfig.rearRight.transform, initialWheelColliderY);
  71. }
  72. //CurrentLeaningAngle < 0 -> leaning left, > 0 -> right
  73. var leaningAbs = Mathf.Abs(CurrentLeaningAngle * Mathf.Deg2Rad);
  74. //calculate offset for wheels; description Docu folder
  75. //1.57079633 rad = 90 deg
  76. var verticalOffset = offsetCollidersFromWheel * Mathf.Sin(leaningAbs) / Mathf.Sin(1.57079633f - leaningAbs);
  77. var yPlusOffset = initialWheelColliderY + verticalOffset;
  78. var yMinusOffset = initialWheelColliderY - verticalOffset;
  79. if (CurrentLeaningAngle < 0) //TODO: maybe add a threshold for leaning, e.g. < -0.05 and > 0.05
  80. {
  81. //leaning left, left wheels up, right wheels down
  82. ApplyOffsetToTransform(wheelConfig.frontLeft.transform, yPlusOffset);
  83. ApplyOffsetToTransform(wheelConfig.rearLeft.transform, yPlusOffset);
  84. ApplyOffsetToTransform(wheelConfig.frontRight.transform, yMinusOffset);
  85. ApplyOffsetToTransform(wheelConfig.rearRight.transform, yMinusOffset);
  86. }
  87. else if (CurrentLeaningAngle > 0)
  88. {
  89. //leaning right, right wheels up, left wheels down
  90. ApplyOffsetToTransform(wheelConfig.frontLeft.transform, yMinusOffset);
  91. ApplyOffsetToTransform(wheelConfig.rearLeft.transform, yMinusOffset);
  92. ApplyOffsetToTransform(wheelConfig.frontRight.transform, yPlusOffset);
  93. ApplyOffsetToTransform(wheelConfig.rearRight.transform, yPlusOffset);
  94. }
  95. }
  96. private void ApplyOffsetToTransform(Transform t, float newY)
  97. {
  98. var oldPos = t.localPosition;
  99. t.localPosition = new Vector3(oldPos.x, newY, oldPos.z);
  100. }
  101. }