BicycleController.cs 6.3 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. private void OnGUI()
  37. {
  38. GUI.TextField(new Rect(300, 10, 700, 40),
  39. $"Motor Torque = {CurrentMotorTorque}; Brake Torque = {CurrentBrakeTorque}; Leaning Angle = {CurrentLeaningAngle}; Steering Angle = {CurrentSteerAngle}");
  40. }
  41. // Start is called before the first frame update
  42. void Start()
  43. {
  44. rigidBody.centerOfMass = centerOfMass.localPosition;
  45. allWheelColliders = wheelConfig.AllWheels;
  46. wheelConfig.AdjustToGameObjects(frontWheel.transform, rearWheel.transform, offsetCollidersFromWheel);
  47. initialWheelColliderY = allWheelColliders[0].transform.localPosition.y;
  48. //startForkRot = fork.transform.localRotation; wheelPositions = new Vector3[wheelColliders.Count];
  49. }
  50. void Update()
  51. {
  52. RotateMeshes();
  53. //RotateFork();
  54. Debug.Log("rotation: " + CurrentSteerAngle);
  55. }
  56. void FixedUpdate()
  57. {
  58. ApplyColliderForces();
  59. Lean();
  60. //RotateStraight();
  61. }
  62. private void ApplyColliderForces()
  63. {
  64. ControlSteer(new[] {wheelConfig.frontLeft, wheelConfig.frontRight});
  65. ControlTorque(new[] {wheelConfig.rearLeft, wheelConfig.rearRight});
  66. }
  67. private void ControlSteer(IEnumerable<WheelCollider> colliders)
  68. {
  69. //float steering = maxSteeringAngle * CurrentSteerAngle * 0.2f;
  70. //leftWheels.localPosition = -Vector3.up * (relativeLeanAmount * CurrentSteerAngle * rigidBody.velocity.magnitude * 0.2f);
  71. //rightWheels.localPosition = Vector3.up * (relativeLeanAmount * CurrentSteerAngle * rigidBody.velocity.magnitude * 0.2f);
  72. colliders.ForEach(c => c.steerAngle = CurrentSteerAngle);
  73. }
  74. private void ControlTorque(IEnumerable<WheelCollider> colliders)
  75. {
  76. foreach (var c in colliders)
  77. {
  78. c.motorTorque = CurrentMotorTorque;
  79. c.brakeTorque = CurrentBrakeTorque;
  80. }
  81. }
  82. private void Lean()
  83. {
  84. //reset all wheels to being centered
  85. if (CurrentLeaningAngle == 0) //TODO: maybe add a threshold for leaning, e.g. < -0.05 and > 0.05
  86. {
  87. //leaning left, left wheels up, right wheels down
  88. ApplyOffsetToTransform(wheelConfig.frontLeft.transform, initialWheelColliderY);
  89. ApplyOffsetToTransform(wheelConfig.rearLeft.transform, initialWheelColliderY);
  90. ApplyOffsetToTransform(wheelConfig.frontRight.transform, initialWheelColliderY);
  91. ApplyOffsetToTransform(wheelConfig.rearRight.transform, initialWheelColliderY);
  92. }
  93. //CurrentLeaningAngle < 0 -> leaning left, > 0 -> right
  94. var leaningAbs = Mathf.Abs(CurrentLeaningAngle * Mathf.Deg2Rad);
  95. //calculate offset for wheels; description Docu folder
  96. //1.57079633 rad = 90 deg
  97. var verticalOffset = offsetCollidersFromWheel * Mathf.Sin(leaningAbs) / Mathf.Sin(1.57079633f - leaningAbs);
  98. var yPlusOffset = initialWheelColliderY + verticalOffset;
  99. var yMinusOffset = initialWheelColliderY - verticalOffset;
  100. if (CurrentLeaningAngle < 0) //TODO: maybe add a threshold for leaning, e.g. < -0.05 and > 0.05
  101. {
  102. //leaning left, left wheels up, right wheels down
  103. ApplyOffsetToTransform(wheelConfig.frontLeft.transform, yPlusOffset);
  104. ApplyOffsetToTransform(wheelConfig.rearLeft.transform, yPlusOffset);
  105. ApplyOffsetToTransform(wheelConfig.frontRight.transform, yMinusOffset);
  106. ApplyOffsetToTransform(wheelConfig.rearRight.transform, yMinusOffset);
  107. }
  108. else if (CurrentLeaningAngle > 0)
  109. {
  110. //leaning right, right wheels up, left wheels down
  111. ApplyOffsetToTransform(wheelConfig.frontLeft.transform, yMinusOffset);
  112. ApplyOffsetToTransform(wheelConfig.rearLeft.transform, yMinusOffset);
  113. ApplyOffsetToTransform(wheelConfig.frontRight.transform, yPlusOffset);
  114. ApplyOffsetToTransform(wheelConfig.rearRight.transform, yPlusOffset);
  115. }
  116. }
  117. private void ApplyOffsetToTransform(Transform t, float newY)
  118. {
  119. var oldPos = t.localPosition;
  120. t.localPosition = new Vector3(oldPos.x, newY, oldPos.z);
  121. }
  122. private void RotateMeshes()
  123. {
  124. //RotateObject(crank, 1);
  125. //RotateObject(pedalL, -1);
  126. //RotateObject(pedalR, -1);
  127. RotateObject(rearWheel, crankMultiplier);
  128. RotateObject(frontWheel, crankMultiplier);
  129. }
  130. private void RotateFork()
  131. {
  132. fork.transform.localRotation = startForkRot;
  133. fork.transform.RotateAround(fork.transform.position, fork.transform.up, maxSteeringAngle * CurrentSteerAngle);
  134. }
  135. //rotates the meshes
  136. void RotateObject(GameObject obj, float multiplier)
  137. {
  138. obj.transform.Rotate(Time.deltaTime * rigidBody.velocity.magnitude * (360f / oneRotationSpeed) * multiplier, 0,
  139. 0);
  140. //obj.transform.Rotate(Time.deltaTime * rotSpeed * (360f / oneRotationSpeed) * multiplier, 0, 0);
  141. }
  142. }