mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-27 14:30:17 +00:00
193 lines
No EOL
6.5 KiB
C#
193 lines
No EOL
6.5 KiB
C#
using SanAndreasUnity.Importing.Vehicles;
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using SanAndreasUnity.Utilities;
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using System.Linq;
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using UnityEngine;
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using VConsts = SanAndreasUnity.Behaviours.Vehicles.VehiclePhysicsConstants;
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namespace SanAndreasUnity.Behaviours.Vehicles
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{
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[RequireComponent(typeof(Rigidbody))]
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public partial class Vehicle
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{
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private Rigidbody _rigidBody;
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public Rigidbody RigidBody => _rigidBody;
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[Range(-1, 1)]
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public float Accelerator;
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[Range(-1, 1)]
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public float Steering;
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[Range(0, 1)]
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public float Braking = 1f;
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public Vector3 Velocity { get { return _rigidBody.velocity; } }
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public float AverageWheelHeight { get { return _wheels.Count == 0 ? transform.position.y : _wheels.Average(x => x.Child.position.y); } }
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public Handling.Car HandlingData { get; private set; }
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private void InitializePhysics()
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{
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//Debug.Log("aaa");
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_geometryParts.AttachCollisionModel(transform, true);
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//Debug.Log("bbb");
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_rigidBody = gameObject.GetComponent<Rigidbody>();
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HandlingData = Handling.Get<Handling.Car>(Definition.HandlingName);
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VConsts.Changed += UpdateValues;
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var vals = VConsts.Instance;
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foreach (var wheel in _wheels)
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{
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var front = (wheel.Alignment & WheelAlignment.Front) == WheelAlignment.Front;
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//Debug.LogFormat("Handling is Null?: {0}", HandlingData == null);
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/*b = HandlingData == null;
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Debug.Log(b);
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Debug.Break();*/
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wheel.Parent.position -= Vector3.up * HandlingData.SuspensionLowerLimit;
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var scale = front ? Definition.WheelScaleFront : Definition.WheelScaleRear;
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var mf = wheel.Child.GetComponent<MeshFilter>();
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if (mf != null)
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{
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var size = mf.sharedMesh.bounds.size.y;
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wheel.Child.localScale = Vector3.one * scale / size;
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}
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wheel.Collider = wheel.Parent.gameObject.AddComponent<WheelCollider>();
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wheel.Collider.radius = scale * .5f;
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wheel.Collider.suspensionDistance = HandlingData.SuspensionUpperLimit - HandlingData.SuspensionLowerLimit;
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}
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UpdateValues(vals);
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}
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private void UpdateValues(VConsts vals)
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{
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_rigidBody.drag = HandlingData.Drag * vals.DragScale;
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_rigidBody.mass = HandlingData.Mass * vals.MassScale;
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_rigidBody.centerOfMass = HandlingData.CentreOfMass;
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foreach (var wheel in _wheels)
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{
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var spring = wheel.Collider.suspensionSpring;
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spring.damper = HandlingData.SuspensionDampingLevel * vals.SuspensionDampingScale;
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spring.spring = HandlingData.SuspensionForceLevel * vals.SuspensionForceScale;
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spring.targetPosition = 0.5f;
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wheel.Collider.suspensionSpring = spring;
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var friction = wheel.Collider.sidewaysFriction;
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friction.extremumSlip = vals.SideFrictionExtremumSlip;
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friction.extremumValue = vals.SideFrictionExtremumValue;
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friction.asymptoteSlip = vals.SideFrictionAsymptoteSlip;
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friction.asymptoteValue = vals.SideFrictionAsymptoteValue;
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friction.stiffness = 1f;
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wheel.Collider.sidewaysFriction = friction;
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friction = wheel.Collider.forwardFriction;
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friction.extremumSlip = vals.ForwardFrictionExtremumSlip;
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friction.extremumValue = vals.ForwardFrictionExtremumValue;
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friction.asymptoteSlip = vals.ForwardFrictionAsymptoteSlip;
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friction.asymptoteValue = vals.ForwardFrictionAsymptoteValue;
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friction.stiffness = 1f;
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wheel.Collider.forwardFriction = friction;
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}
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}
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private float DriveBias(Wheel wheel)
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{
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switch (HandlingData.TransmissionDriveType)
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{
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case DriveType.Forward:
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return wheel.IsFront ? 1f : 0f;
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case DriveType.Rear:
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return wheel.IsRear ? 1f : 0f;
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default:
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return 1f;
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}
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}
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private bool ShouldSteer(Wheel wheel)
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{
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// TODO: look at flags
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return wheel.IsFront;
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}
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private float BrakeBias(Wheel wheel)
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{
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return wheel.IsFront
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? 1f - HandlingData.BrakeBias : wheel.IsRear
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? HandlingData.BrakeBias : .5f;
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}
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private void PhysicsFixedUpdate()
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{
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if (m_isServer || (this.IsControlledByLocalPlayer && VehicleManager.Instance.controlWheelsOnLocalPlayer))
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{
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this.UpdateWheelsPhysics();
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}
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if (m_isServer)
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{
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this.AddAntiRollForceToRigidBody();
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}
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}
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void UpdateWheelsPhysics()
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{
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var vals = VConsts.Instance;
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foreach (var wheel in _wheels)
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{
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// apply steering
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if (ShouldSteer(wheel))
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{
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wheel.Collider.steerAngle = HandlingData.SteeringLock * Steering;
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}
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// apply motor torque
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wheel.Collider.motorTorque =
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Accelerator * HandlingData.TransmissionEngineAccel
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* vals.AccelerationScale * DriveBias(wheel);
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// apply brake torque
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wheel.Collider.brakeTorque =
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Braking * HandlingData.BrakeDecel
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* vals.BreakingScale * BrakeBias(wheel);
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// update travel
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if (wheel.Complement != null) wheel.UpdateTravel();
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}
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}
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/// <summary>
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/// Adds upward force to rigid body based on difference of travel between complemented wheels.
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/// </summary>
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void AddAntiRollForceToRigidBody()
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{
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foreach (var wheel in _wheels.Where(x => x.Complement != null))
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{
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if (wheel.Travel == wheel.Complement.Travel) continue;
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if (!wheel.Collider.isGrounded) continue;
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var force = (wheel.Complement.Travel - wheel.Travel) * VConsts.Instance.AntiRollScale;
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_rigidBody.AddForceAtPosition(wheel.Parent.transform.up * force, wheel.Parent.position);
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}
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}
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}
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} |