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- using System;
- using UnityEngine;
- public enum RotateDirection
- {
- Unknown,
- None,
- Forward,
- Backward
- }
- internal struct SlopeHit
- {
- internal float distance;
- internal bool even;
- internal float angle;
- internal Vector3 hitPoint;
- internal SlopeHit(float distance, bool even, float angle, Vector3 hitPoint)
- {
- this.distance = distance;
- this.even = even;
- this.angle = angle;
- this.hitPoint = hitPoint;
- }
- public override string ToString()
- {
- return $"SlopeHit(distance = {distance}, even = {even}, angle = {angle})";
- }
- }
- public class SlopeCollider : MonoBehaviour
- {
- public int collisionLayer = 1;
- public SphereCollider rearWheelCollider;
- public SphereCollider frontWheelCollider;
- public Transform bike;
- private const float THRESHOLD = 0.003f;
- private float distRwFw;
- private RotateDirection currentRotateDirection = RotateDirection.Unknown;
- private Transform frontWheelContactPoint;
- private Transform rearWheelContactPoint;
- private void Start()
- {
- frontWheelContactPoint = frontWheelCollider.transform;
- rearWheelContactPoint = rearWheelCollider.transform;
- distRwFw = Mathf.Abs(frontWheelContactPoint.localPosition.z - rearWheelContactPoint.localPosition.z);
- }
- private void FixedUpdate()
- {
- var fwContact = frontWheelContactPoint.position;
- var rwContact = rearWheelContactPoint.position;
- var fwHit = DrawRay(fwContact);
- var rwHit = DrawRay(rwContact);
- if (!fwHit.HasValue || !rwHit.HasValue)
- {
- return;
- }
- Debug.Log("----Slope Collider----");
- Debug.Log($"\tfwHit: {fwHit}");
- Debug.Log($"\trwHit: {rwHit}");
- var fw = fwHit.Value;
- var rw = rwHit.Value;
- var fwDist = fw.distance;
- var rwDist = rw.distance;
- var distDif = fwDist - rwDist;
- if (fwDist >= THRESHOLD && rwDist >= THRESHOLD)
- {
- var deltaY = fwDist <= rwDist ? fwDist : rwDist;
- bike.Translate(0,-deltaY,0);
- Debug.Log($"Translated {-deltaY} on y");
- }
- else if (fw.distance >= THRESHOLD)
- {
- var angle = Mathf.Atan(fw.distance / distRwFw) * Mathf.Rad2Deg;
- Debug.Log($"Rotating {angle} deg");
- bike.RotateAround(rearWheelContactPoint.position, rearWheelContactPoint.right, angle);
- }
- else if (rw.distance >= THRESHOLD)
- {
- var angle = Mathf.Atan(rw.distance / distRwFw) * Mathf.Rad2Deg;
- bike.RotateAround(frontWheelContactPoint.position, frontWheelContactPoint.right, -angle);
- Debug.Log($"Rotating {-angle} deg");
- }
-
-
- }
- private SlopeHit? DrawRay(Vector3 start)
- {
- var layerMask = 1 << collisionLayer;
- RaycastHit hit;
-
- if (Physics.Raycast(start, -bike.up, out hit, 20f, layerMask))
- {
- Debug.DrawRay(start, -bike.up * hit.distance, Color.green);
-
- var isUneven = hit.collider.gameObject.CompareTag(StreetPartMetaTag.TAG_UNEVEN);
- var first = -(-bike.up * hit.distance);
- var second = (hit.normal);
- var angle = Mathf.Acos(Vector3.Dot(first, second) / first.magnitude * second.magnitude) * Mathf.Rad2Deg;
-
-
- return new SlopeHit(hit.distance, !isUneven, angle, hit.point);
- }
- if (Physics.Raycast(start, bike.up, out hit, 20f, layerMask))
- {
- Debug.DrawRay(start, -bike.up * hit.distance, Color.green);
-
- var isUneven = hit.collider.gameObject.CompareTag(StreetPartMetaTag.TAG_UNEVEN);
- var first = -(-bike.up * hit.distance);
- var second = (hit.normal);
- var angle = Mathf.Acos(Vector3.Dot(first, second) / first.magnitude * second.magnitude) * Mathf.Rad2Deg;
-
-
- return new SlopeHit(-hit.distance, !isUneven, angle, hit.point);
- }
-
- return null;
- }
- }
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