Browse Source

Enhanced slope physics

Marcel Zickler 3 years ago
parent
commit
b8d10f3e58

+ 255 - 249
Assembly-CSharp-Editor.csproj

@@ -12,7 +12,7 @@
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@@ -61,761 +61,767 @@
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@@ -451799,6 +451799,11 @@ PrefabInstance:
       propertyPath: centerOfMass
       value: 
       objectReference: {fileID: 266817092}
+    - target: {fileID: 3450098086302837850, guid: 3b07d6594636ab04d9c1fac04c1cde7e,
+        type: 3}
+      propertyPath: slopeCollider
+      value: 
+      objectReference: {fileID: 1607241339}
     - target: {fileID: 3450098086302837850, guid: 3b07d6594636ab04d9c1fac04c1cde7e,
         type: 3}
       propertyPath: maxLeaningAngle
@@ -451819,6 +451824,21 @@ PrefabInstance:
       propertyPath: controllerMode.weightSteering
       value: 1
       objectReference: {fileID: 0}
+    - target: {fileID: 3450098086302837850, guid: 3b07d6594636ab04d9c1fac04c1cde7e,
+        type: 3}
+      propertyPath: slopeAdjustmentOptions.speedFactorUphill
+      value: 1.2
+      objectReference: {fileID: 0}
+    - target: {fileID: 3450098086302837850, guid: 3b07d6594636ab04d9c1fac04c1cde7e,
+        type: 3}
+      propertyPath: slopeAdjustmentOptions.speedFactorDownhill
+      value: 1.1
+      objectReference: {fileID: 0}
+    - target: {fileID: 3450098086302837850, guid: 3b07d6594636ab04d9c1fac04c1cde7e,
+        type: 3}
+      propertyPath: slopeAdjustmentOptions.timeToMaxPhysicsIntensity
+      value: 2.5
+      objectReference: {fileID: 0}
     - target: {fileID: 3767829864849111995, guid: 3b07d6594636ab04d9c1fac04c1cde7e,
         type: 3}
       propertyPath: m_Type
@@ -452074,12 +452094,12 @@ PrefabInstance:
     - target: {fileID: 4988978072042319893, guid: 3b07d6594636ab04d9c1fac04c1cde7e,
         type: 3}
       propertyPath: lean
-      value: 1
+      value: 0
       objectReference: {fileID: 0}
     - target: {fileID: 4988978072042319893, guid: 3b07d6594636ab04d9c1fac04c1cde7e,
         type: 3}
       propertyPath: steer
-      value: 1
+      value: 0
       objectReference: {fileID: 0}
     - target: {fileID: 4988978072042319893, guid: 3b07d6594636ab04d9c1fac04c1cde7e,
         type: 3}
@@ -452089,7 +452109,7 @@ PrefabInstance:
     - target: {fileID: 4988978072042319893, guid: 3b07d6594636ab04d9c1fac04c1cde7e,
         type: 3}
       propertyPath: accelerate
-      value: 1
+      value: 0
       objectReference: {fileID: 0}
     - target: {fileID: 4988978072042319893, guid: 3b07d6594636ab04d9c1fac04c1cde7e,
         type: 3}
@@ -452119,7 +452139,7 @@ PrefabInstance:
     - target: {fileID: 4988978072042319978, guid: 3b07d6594636ab04d9c1fac04c1cde7e,
         type: 3}
       propertyPath: m_Enabled
-      value: 0
+      value: 1
       objectReference: {fileID: 0}
     - target: {fileID: 4988978072042319979, guid: 3b07d6594636ab04d9c1fac04c1cde7e,
         type: 3}
@@ -452139,7 +452159,7 @@ PrefabInstance:
     - target: {fileID: 4988978072042319980, guid: 3b07d6594636ab04d9c1fac04c1cde7e,
         type: 3}
       propertyPath: m_Enabled
-      value: 0
+      value: 1
       objectReference: {fileID: 0}
     - target: {fileID: 4988978072042319980, guid: 3b07d6594636ab04d9c1fac04c1cde7e,
         type: 3}

+ 33 - 37
Assets/Scripts/BicyclePhysics.cs

@@ -19,47 +19,43 @@ public class BicyclePhysics
     public static float SpeedAtGradientForSpeedAtFlat(float speedFlat, float systemMass, float gradient)
     {
         var g = -Physics.gravity.y;
+        const float k = K_A * A * D;
+        var b = g * gradient * systemMass;
 
-        var divisor = Mathf.Pow(g * gradient * systemMass, 3f);
-        var dividend = 27f * Mathf.Pow(A * D * K_A, 3f);
-        Console.WriteLine($"Divisor: {divisor}");
-        Console.WriteLine($"Dividend: {dividend}");
+        float result;
 
-        var divisor2 = Mathf.Pow(speedFlat, 6f);
-        var dividend2 = 4f;
-        Console.WriteLine($"Divisor2: {divisor2}");
-        Console.WriteLine($"Dividend2: {dividend2}");
-        
-        var sqrtTerm = Mathf.Sqrt(
-            divisor
-            /
-            dividend
-            +
-            divisor2
-            /
-            dividend2
-        );
-        
-        Console.WriteLine($"Sqrt: {sqrtTerm}");
+        if (gradient < -0.01f) // 1 percent
+        {
+            result = 2 * Mathf.Sqrt(-b / (3 * k)) *
+                     Mathf.Cos(
+                         Mathf.Acos(3 * Mathf.Sqrt(-3 * k / b) * k * speedFlat
+                                    / (2 * b))
+                         / 3);
+        }
+        else
+        {
+            var sqrtTerm = Mathf.Sqrt(
+                Mathf.Pow(b, 3f)
+                /
+                (27f * Mathf.Pow(k, 3f))
+                +
+                Mathf.Pow(speedFlat, 6f)
+                /
+                4f
+            );
+            var secondTerm = Mathf.Pow(speedFlat, 3f) / 2f;
+            result = Qbrt(sqrtTerm + secondTerm) + Qbrt(-sqrtTerm + secondTerm);
+        }
 
-        var divisor3 = Mathf.Pow(speedFlat, 3f);
-        var dividend3 = 2f;
-        Console.WriteLine($"Divisor3: {divisor3}");
-        Console.WriteLine($"Dividend3: {dividend3}");
-        
-        var secondTerm = divisor3 / dividend3;
-        
-        Console.WriteLine($"Second term: {secondTerm}");
-        Console.WriteLine($"SqrtTerm + secondTerm: {sqrtTerm+secondTerm}");
+        if (float.IsNaN(result))
+        {
+            Debug.LogWarning(
+                $"BicyclePhysics: result is NaN for k = {k} and b = {b} (gradient = {gradient}, mass = {systemMass})");
+            return speedFlat;
+        }
 
-        var firstqbrt = Qbrt(sqrtTerm + secondTerm);
-        var secondqbrt = Qbrt(-sqrtTerm + secondTerm);
-        
-        Console.WriteLine($"firstqbrt: {firstqbrt}");
-        Console.WriteLine($"secondqbrt: {secondqbrt}");
-        
-        return firstqbrt + secondqbrt;
+        return result;
     }
 
-    private static float Qbrt(float x) => x < 0 ? -Mathf.Pow(-x, 1f/3f) : Mathf.Pow(x, 1f/3f);
+    private static float Qbrt(float x) => x < 0 ? -Mathf.Pow(-x, 1f / 3f) : Mathf.Pow(x, 1f / 3f);
 }

+ 0 - 2
Assets/Scripts/Controller/Bicycle/BicycleControllerBaseBehaviour.cs

@@ -13,7 +13,5 @@ namespace Controller.Bicycle
         public float maxSteeringAngle = 80f;
         [Range(0, 15)] [Tooltip("Speed in m/s")]
         public float maxSpeed = 11.111f; //40 km/h
-        
-        
     }
 }

+ 38 - 19
Assets/Scripts/Controller/Bicycle/RbBicycleController.cs

@@ -4,6 +4,15 @@ using Wheels;
 
 namespace Controller.Bicycle
 {
+    [Serializable]
+    public struct SlopeAdjustmentOptions
+    {
+        [Range(0, 3)] public float speedFactorUphill;
+        [Range(0, 3)] public float speedFactorDownhill;
+
+        public float timeToMaxPhysicsIntensity;
+    }
+
     public class RbBicycleController : BicycleControllerBaseBehaviour, IBicycleController
     {
         #region Variables
@@ -15,11 +24,13 @@ namespace Controller.Bicycle
         private float currentLeaningAngle;
         private float currentSpeedSensed;
         private float currentSpeedAdjusted;
-        
-        private float previousSpeedAdjusted;
-        private float maxDifToPreviousSpeedDueToGradientPerSecond = 3f;
+
+        private float speedAtLastSlopeChange = -1f;
+        private float lastSlopeChangeTimetamp = -1f;
 
         [Header("Slope Impact")] public bool adjustSpeedToSlope = true;
+        public LerpSlopeCollider slopeCollider;
+        public SlopeAdjustmentOptions slopeAdjustmentOptions;
 
         public Vector3 Forward => rbTransform.forward;
 
@@ -69,6 +80,15 @@ namespace Controller.Bicycle
             rigidBody.centerOfMass = centerOfMass.position;
         }
 
+        private void Start()
+        {
+            slopeCollider.OnSlopeChanged += delegate(float timestamp)
+            {
+                lastSlopeChangeTimetamp = timestamp;
+                speedAtLastSlopeChange = CurrentSpeed;
+            };
+        }
+
         private void FixedUpdate()
         {
             //rigidBody.isKinematic = currentSpeed <= THRESHOLD_STANDING;
@@ -77,6 +97,7 @@ namespace Controller.Bicycle
             ApplySteerAngleAndRotation();
         }
 
+        //TODO: maybe add some kind of rolling physics after downhill
         private void ApplyVelocity()
         {
             var targetVelocity = CalculateTargetVelocity();
@@ -96,7 +117,6 @@ namespace Controller.Bicycle
 
         private void AdjustSpeedToGradientIfNeeded()
         {
-            previousSpeedAdjusted = currentSpeedAdjusted;
             var bikeAngle = rbTransform.localRotation.eulerAngles.x;
             if (!adjustSpeedToSlope || Mathf.Abs(bikeAngle) <= THRESHOLD_GRADIENT_ZERO)
             {
@@ -117,18 +137,16 @@ namespace Controller.Bicycle
             var gradient = Mathf.Tan(gradientDeg * Mathf.Deg2Rad);
 
             Debug.Log($"current speed sensed: {currentSpeedSensed}");
-            var adjusted = gradient < 0
-                ? currentSpeedSensed * 1.5f
-                : BicyclePhysics.SpeedAtGradientForSpeedAtFlat(currentSpeedSensed, rigidBody.mass,
-                    gradient); //TODO make work for downhill - and lerp between the speeds!
-            Debug.Log($"caclulated adjusted: {adjusted}");
-            
-            var maxDif = maxDifToPreviousSpeedDueToGradientPerSecond * Time.deltaTime;
-            Debug.Log($"maxDif = {maxDif}");
-            var dif = Mathf.Clamp(currentSpeedSensed-adjusted, -maxDif, maxDif);
-            Debug.Log($"dif = {dif}");
-            currentSpeedAdjusted = currentSpeedSensed - dif;
-            Debug.Log($"Previous Speed Adjusted: {previousSpeedAdjusted} - Current Speed Adjusted: {currentSpeedAdjusted}");
+
+            var adjusted = BicyclePhysics.SpeedAtGradientForSpeedAtFlat(currentSpeedSensed, rigidBody.mass,
+                gradient) * slopeAdjustmentOptions.speedFactorUphill;
+
+            var t = lastSlopeChangeTimetamp < 0
+                ? 1f
+                : Mathf.Clamp((Time.fixedTime - lastSlopeChangeTimetamp) /
+                              slopeAdjustmentOptions.timeToMaxPhysicsIntensity, 0, 1);
+            currentSpeedAdjusted = Mathf.Lerp(speedAtLastSlopeChange < 0 ? currentSpeedSensed : speedAtLastSlopeChange,
+                adjusted, t);
         }
 
         private void ApplySteerAngleAndRotation()
@@ -144,14 +162,15 @@ namespace Controller.Bicycle
             var calculatedSteerAngle = (controllerMode.weightSteering * CurrentSteerAngle +
                                         controllerMode.weightLeaning + currentLeaningAngle) /
                                        sumMode; //TODO: maybe define what leaning angle means as steering angle;
-            
+
             var r = rbTransform.localRotation.eulerAngles;
 
             float rectifiedZ;
             if (r.z > 180f)
             {
                 rectifiedZ = -360 + r.z;
-            }else if (r.z < -180f)
+            }
+            else if (r.z < -180f)
             {
                 rectifiedZ = 360 + r.z;
             }
@@ -159,7 +178,7 @@ namespace Controller.Bicycle
             {
                 rectifiedZ = r.z;
             }
-            
+
             var leanDif = -CurrentLeaningAngle - rectifiedZ;
             rbTransform.localRotation =
                 Quaternion.Euler(r + new Vector3(0, calculatedSteerAngle, leanDif) * Time.fixedDeltaTime);

+ 4 - 0
Assets/Scripts/Wheels/LerpSlopeCollider.cs

@@ -22,6 +22,9 @@ namespace Wheels
         private bool rotate;
         private int slopeDirection = 1;
 
+        public delegate void OnSlopeChangedEvent(float timestamp);
+        public event OnSlopeChangedEvent OnSlopeChanged;
+
         private void Start()
         {
             bikeTransform = bike.transform;
@@ -45,6 +48,7 @@ namespace Wheels
                 if (Mathf.Abs(currentFrontWheelSlope - fwHit.Slope) > TOLERANCE)
                 {
                     rotate = true; //begin rotation
+                    OnSlopeChanged?.Invoke(Time.fixedTime);
                     currentFrontWheelSlope = fwHit.Slope;
                 }
 

+ 211 - 205
SteamVR.csproj

@@ -12,7 +12,7 @@
     <ProductVersion>10.0.20506</ProductVersion>
     <SchemaVersion>2.0</SchemaVersion>
     <RootNamespace></RootNamespace>
-    <ProjectGuid>{84332faa-c693-3963-7224-30befa100592}</ProjectGuid>
+    <ProjectGuid>{e28ef438-8df2-bcdd-80b3-619ed7f38a17}</ProjectGuid>
     <OutputType>Library</OutputType>
     <AppDesignerFolder>Properties</AppDesignerFolder>
     <AssemblyName>SteamVR</AssemblyName>
@@ -246,618 +246,624 @@
      <None Include="Assets\SteamVR\SteamVR.asmdef" />
      <None Include="Assets\SteamVR\Resources\SteamVR_Fade.shader" />
  <Reference Include="Unity.XR.OpenVR">
- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/Unity.XR.OpenVR.dll</HintPath>
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.XR.OpenVR.dll</HintPath>
  </Reference>
  <Reference Include="UnityEngine.SpatialTracking">
- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/UnityEngine.SpatialTracking.dll</HintPath>
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEngine.SpatialTracking.dll</HintPath>
  </Reference>
  <Reference Include="UnityEditor.UI">
- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/UnityEditor.UI.dll</HintPath>
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEditor.UI.dll</HintPath>
  </Reference>
  <Reference Include="UnityEngine.UI">
- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/UnityEngine.UI.dll</HintPath>
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEngine.UI.dll</HintPath>
  </Reference>
  <Reference Include="UnityEngine">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.dll</HintPath>
  </Reference>
  <Reference Include="UnityEngine.AIModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AIModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AIModule.dll</HintPath>
  </Reference>
  <Reference Include="UnityEngine.ARModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.ARModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.ARModule.dll</HintPath>
  </Reference>
  <Reference Include="UnityEngine.AccessibilityModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AccessibilityModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AccessibilityModule.dll</HintPath>
  </Reference>
  <Reference Include="UnityEngine.AndroidJNIModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AndroidJNIModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AndroidJNIModule.dll</HintPath>
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  <Reference Include="UnityEngine.AnimationModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AnimationModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AnimationModule.dll</HintPath>
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  <Reference Include="UnityEngine.AssetBundleModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AssetBundleModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AssetBundleModule.dll</HintPath>
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  <Reference Include="UnityEngine.AudioModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AudioModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AudioModule.dll</HintPath>
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  <Reference Include="UnityEngine.ClothModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.ClothModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.ClothModule.dll</HintPath>
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  <Reference Include="UnityEngine.ClusterInputModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.ClusterInputModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.ClusterInputModule.dll</HintPath>
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  <Reference Include="UnityEngine.ClusterRendererModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.ClusterRendererModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.ClusterRendererModule.dll</HintPath>
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- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.CoreModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.CoreModule.dll</HintPath>
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- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.CrashReportingModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.CrashReportingModule.dll</HintPath>
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+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.IMGUIModule.dll</HintPath>
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+ 215 - 209
SteamVR_Editor.csproj

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+ 211 - 205
SteamVR_Windows_EditorHelper.csproj

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