Example #1
0
        private void FixedUpdate()
        {
            float fr, fl, rr, rl;

            // If we have Ackerman steering, we apply torque based on the steering radius of each wheel
            if (m_Ackermann != null)
            {
                var radii = Ackermann.GetRadii(m_Ackermann.Angle, m_Ackermann.AxleSeparation, m_Ackermann.AxleWidth);
                var total = radii[0, 0] + radii[1, 0] + radii[0, 1] + radii[1, 1];
                fl = radii[0, 0] / total;
                fr = radii[1, 0] / total;
                rl = radii[0, 1] / total;
                rr = radii[1, 1] / total;
            }
            else
            {
                fr = fl = rr = rl = 1;
            }

            m_FrontLeft.brakeTorque  = value * maxTorque * fl;
            m_FrontRight.brakeTorque = value * maxTorque * fr;

            m_RearLeft.brakeTorque  = value * maxTorque * rl;
            m_RearRight.brakeTorque = value * maxTorque * rr;
        }
Example #2
0
        public override VehicleInput GetInput()
        {
            var  towards         = destination.position - transform.position;
            var  locTowards      = transform.InverseTransformDirection(towards);
            var  angle           = Vector3.Angle(transform.forward, towards) * Mathf.Sign(locTowards.x);
            bool isTargetOnRight = Mathf.Sign(locTowards.x) > 0;
            bool isBehind        = Vector3.Dot(towards, transform.forward) < 0;

            // Get radii at the maximum steering angle
            // This gives is the smallest turning radius the car can have
            var radii = Ackermann.GetRadii(
                m_Vehicle.GetMaxSteerAtSpeed(m_Vehicle.Velocity.magnitude),
                m_Steering.Ackermann.AxleSeparation,
                m_Steering.Ackermann.AxleWidth
                );
            var avgRadius = (radii[0, 0] + radii[0, 1] + radii[1, 0] + radii[1, 1]) / 4;

            avgRadius = Mathf.Abs(avgRadius);

            // Find out if the target is inside the turning circle
            var pivot          = m_Steering.Ackermann.GetPivot();
            var localPivot     = transform.InverseTransformPoint(pivot);
            var isPivotOnRight = Mathf.Sign(localPivot.x) > 0;

            // If the target and pivot are on opposite sides of the car
            // we move the pivot along the local X axis so we can do a valid comparision
            if (isPivotOnRight != isTargetOnRight)
            {
                localPivot.x *= -1;
            }
            pivot = transform.TransformPoint(localPivot);
            var isInCircle = (destination.position - pivot).magnitude < avgRadius;

            switch (m_Direction)
            {
            case Direction.Forward:
                Debug.DrawLine(transform.position, pivot, Color.green);
                p_Input.acceleration = 1;
                p_Input.brake        = 0;
                p_Input.steering     = Mathf.Clamp(angle / m_Steering.range, -1, 1);
                if (isBehind && isInCircle)
                {
                    m_Direction = Direction.Reverse;
                }
                break;

            case Direction.Reverse:
                Debug.DrawLine(transform.position, pivot, Color.red);
                p_Input.acceleration = -1;
                p_Input.brake        = 0;
                p_Input.steering     = Mathf.Clamp(angle / m_Steering.range, -1, 1) * (isTargetOnRight ? -1 : 1);
                if (!isBehind && !isInCircle)
                {
                    m_Direction = Direction.Forward;
                }
                break;
            }

            return(p_Input);
        }
Example #3
0
        void ApplyMotorTorque()
        {
            value = Mathf.Clamp(value, m_MaxReverseInput, 1);

            // If we have Ackerman steering, we apply torque based on the steering radius of each wheel
            var radii = Ackermann.GetRadii(ackermann.Angle, ackermann.AxleSeparation, ackermann.AxleWidth);
            var total = radii[0, 0] + radii[1, 0] + radii[0, 1] + radii[1, 1];
            var fl    = radii[0, 0] / total;
            var fr    = radii[1, 0] / total;
            var rl    = radii[0, 1] / total;
            var rr    = radii[1, 1] / total;

            ackermann.FrontLeftWheel.MotorTorque  = value * maxTorque * fl;
            ackermann.FrontRightWheel.MotorTorque = value * maxTorque * fr;
            ackermann.RearLeftWheel.MotorTorque   = value * maxTorque * rl;
            ackermann.RearRightWheel.MotorTorque  = value * maxTorque * rr;
        }
Example #4
0
File: Motor.cs Project: suzuke/Tork
        void ApplyMotorTorque()
        {
            value = Mathf.Clamp(value, m_MaxReverseInput, 1);
            float fr, fl, rr, rl;

            // If we have Ackerman steering, we apply torque based on the steering radius of each wheel
            var radii = Ackermann.GetRadii(m_Ackermann.Angle, m_Ackermann.AxleSeparation, m_Ackermann.AxleWidth);
            var total = radii[0, 0] + radii[1, 0] + radii[0, 1] + radii[1, 1];

            fl = radii[0, 0] / total;
            fr = radii[1, 0] / total;
            rl = radii[0, 1] / total;
            rr = radii[1, 1] / total;

            m_FrontLeft.motorTorque  = value * maxTorque * fl;
            m_FrontRight.motorTorque = value * maxTorque * fr;

            m_RearLeft.motorTorque  = value * maxTorque * rl;
            m_RearRight.motorTorque = value * maxTorque * rr;
        }
Example #5
0
 private void Awake()
 {
     m_Ackermann = GetComponent <Ackermann>();
 }