RbBicycleController.cs 4.9 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. [Header("Slope Impact")] public bool adjustSpeedToSlope = true;
  16. public Vector3 Forward => rbTransform.forward;
  17. public Vector3 Right => -rbTransform.right;
  18. public Vector3 Up => rbTransform.up;
  19. public BicycleControllerMode ControllerMode
  20. {
  21. get => controllerMode;
  22. set => controllerMode = value;
  23. }
  24. public float CurrentSpeed
  25. {
  26. get => adjustSpeedToSlope ? currentSpeedAdjusted : currentSpeedSensed;
  27. set => currentSpeedSensed = Mathf.Clamp(value, 0, maxSpeed);
  28. }
  29. public float CurrentSpeedKph => CurrentSpeed * 3.6f;
  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
  39. {
  40. //don't lean while standing / walking to bike
  41. if (rigidBody.velocity.magnitude < .5f) return;
  42. currentLeaningAngle = Mathf.Clamp(value, -maxLeaningAngle, maxLeaningAngle);
  43. }
  44. }
  45. public Vector3 RigidBodyVelocity => rigidBody.velocity;
  46. #endregion
  47. private void Awake()
  48. {
  49. rbTransform = rigidBody.transform;
  50. rigidBody.freezeRotation = true;
  51. rigidBody.centerOfMass = centerOfMass.position;
  52. }
  53. private void FixedUpdate()
  54. {
  55. //rigidBody.isKinematic = currentSpeed <= THRESHOLD_STANDING;
  56. ApplyVelocity();
  57. ApplySteerAngleAndRotation();
  58. }
  59. private void ApplyVelocity()
  60. {
  61. var targetVelocity = CalculateTargetVelocity();
  62. var velocityChange = targetVelocity - rigidBody.velocity;
  63. velocityChange.y = 0;
  64. rigidBody.AddForce(velocityChange, ForceMode.VelocityChange);
  65. }
  66. private Vector3 CalculateTargetVelocity()
  67. {
  68. AdjustSpeedToGradientIfNeeded();
  69. var tv = new Vector3(0, 0, currentSpeedAdjusted);
  70. tv = rbTransform.TransformDirection(tv);
  71. return tv;
  72. }
  73. private void AdjustSpeedToGradientIfNeeded()
  74. {
  75. var bikeAngle = rbTransform.localRotation.eulerAngles.x;
  76. if (!adjustSpeedToSlope || Mathf.Abs(bikeAngle) <= THRESHOLD_GRADIENT_ZERO)
  77. {
  78. currentSpeedAdjusted = currentSpeedSensed;
  79. return;
  80. }
  81. if (bikeAngle > 180)
  82. {
  83. bikeAngle -= 360f;
  84. }
  85. else if (bikeAngle < -180)
  86. {
  87. bikeAngle = 360f - bikeAngle;
  88. }
  89. var gradientDeg = -bikeAngle;
  90. var gradient = Mathf.Tan(gradientDeg * Mathf.Deg2Rad);
  91. currentSpeedAdjusted = gradient < 0
  92. ? currentSpeedSensed * 1.5f
  93. : BicyclePhysics.SpeedAtGradientForSpeedAtFlat(currentSpeedSensed, rigidBody.mass,
  94. gradient); //TODO make work for downhill - and lerp between the speeds!
  95. }
  96. private void ApplySteerAngleAndRotation()
  97. {
  98. //don't lean and rotate when veeeeeery sloooow/standing. Otherwise bike will rotate already
  99. if (CurrentSpeed < 0.3f) //ca 1 km/h
  100. {
  101. CurrentSteerAngle = 0;
  102. CurrentLeaningAngle = 0;
  103. }
  104. var sumMode = controllerMode.weightLeaning + controllerMode.weightSteering;
  105. var calculatedSteerAngle = (controllerMode.weightSteering * CurrentSteerAngle +
  106. controllerMode.weightLeaning + currentLeaningAngle) /
  107. sumMode; //TODO: maybe define what leaning angle means as steering angle;
  108. var r = rbTransform.localRotation.eulerAngles;
  109. float rectifiedZ;
  110. if (r.z > 180f)
  111. {
  112. rectifiedZ = -360 + r.z;
  113. }else if (r.z < -180f)
  114. {
  115. rectifiedZ = 360 + r.z;
  116. }
  117. else
  118. {
  119. rectifiedZ = r.z;
  120. }
  121. var leanDif = -CurrentLeaningAngle - rectifiedZ;
  122. rbTransform.localRotation =
  123. Quaternion.Euler(r + new Vector3(0, calculatedSteerAngle, leanDif) * Time.fixedDeltaTime);
  124. }
  125. }
  126. }