Exemple #1
0
    public void ApplyAntiRoll(Rigidbody rigidbody)
    {
        WheelHit hit = new WheelHit();
        float travelL = 1.0f;
        float travelR = 1.0f;

        bool groundedL = wheelL.collider.GetGroundHit(out hit);
        if (groundedL)
        {
            travelL = (-wheelL.collider.transform.InverseTransformPoint(hit.point).y - wheelL.radius) / wheelL.collider.suspensionDistance;
        }

        bool groundedR = wheelR.collider.GetGroundHit(out hit);
        if (groundedR)
        {
            travelR = (-wheelR.collider.transform.InverseTransformPoint(hit.point).y - wheelR.radius) / wheelR.collider.suspensionDistance;
        }

        float antiRollForce = (travelL - travelR) * antiRollValue;

        if (groundedL)
        {
            rigidbody.AddForceAtPosition(wheelL.collider.transform.up * -antiRollForce,
                                            wheelL.collider.transform.position);
        }

        if (groundedR)
        {
            rigidbody.AddForceAtPosition(wheelR.collider.transform.up * antiRollForce,
                  							 wheelR.collider.transform.position);
        }
    }
Exemple #2
0
 static public int AddForceAtPosition(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 3)
         {
             UnityEngine.Rigidbody self = (UnityEngine.Rigidbody)checkSelf(l);
             UnityEngine.Vector3   a1;
             checkType(l, 2, out a1);
             UnityEngine.Vector3 a2;
             checkType(l, 3, out a2);
             self.AddForceAtPosition(a1, a2);
             return(0);
         }
         else if (argc == 4)
         {
             UnityEngine.Rigidbody self = (UnityEngine.Rigidbody)checkSelf(l);
             UnityEngine.Vector3   a1;
             checkType(l, 2, out a1);
             UnityEngine.Vector3 a2;
             checkType(l, 3, out a2);
             UnityEngine.ForceMode a3;
             checkEnum(l, 4, out a3);
             self.AddForceAtPosition(a1, a2, a3);
             return(0);
         }
         LuaDLL.luaL_error(l, "No matched override function to call");
         return(0);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
Exemple #3
0
    static int AddForceAtPosition(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 3)
            {
                UnityEngine.Rigidbody obj  = (UnityEngine.Rigidbody)ToLua.CheckObject(L, 1, typeof(UnityEngine.Rigidbody));
                UnityEngine.Vector3   arg0 = ToLua.ToVector3(L, 2);
                UnityEngine.Vector3   arg1 = ToLua.ToVector3(L, 3);
                obj.AddForceAtPosition(arg0, arg1);
                return(0);
            }
            else if (count == 4)
            {
                UnityEngine.Rigidbody obj  = (UnityEngine.Rigidbody)ToLua.CheckObject(L, 1, typeof(UnityEngine.Rigidbody));
                UnityEngine.Vector3   arg0 = ToLua.ToVector3(L, 2);
                UnityEngine.Vector3   arg1 = ToLua.ToVector3(L, 3);
                UnityEngine.ForceMode arg2 = (UnityEngine.ForceMode)ToLua.CheckObject(L, 4, typeof(UnityEngine.ForceMode));
                obj.AddForceAtPosition(arg0, arg1, arg2);
                return(0);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Rigidbody.AddForceAtPosition"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
 public override void OnFixedUpdate()
 {
     if (rigidbody != null)
     {
         rigidbody.AddForceAtPosition(owner.GetValue(force), owner.GetValue(position), forceMode);
     }
     Finish();
 }
Exemple #5
0
        public void FixedUpdate()
        {
            if (KeepUpright)
            {
                // ***** USE TWO FORCES PULLING UP AND DOWN AT THE TOP AND BOTTOM OF THE OBJECT RESPECTIVELY TO PULL IT UPRIGHT ***
                //
                //  *** THIS TECHNIQUE CAN BE USED FOR PULLING AN OBJECT TO FACE ANY VECTOR ***
                //
                _rigidbody.AddForceAtPosition(new Vector3(0, (UprightForce + AdditionalUpwardForce), 0),
                                              transform.position + transform.TransformPoint(new Vector3(0, UprightOffset, 0)), ForceMode.Force);

                _rigidbody.AddForceAtPosition(new Vector3(0, -UprightForce, 0),
                                              transform.position + transform.TransformPoint(new Vector3(0, -UprightOffset, 0)), ForceMode.Force);
            }

            if (DampenAngularForce > 0)
            {
                _rigidbody.angularVelocity *= (1 - Time.deltaTime * DampenAngularForce);
            }
        }
 static public int AddForceAtPosition(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 5)
         {
             UnityEngine.Rigidbody self = (UnityEngine.Rigidbody)checkSelf(l);
             UnityEngine.Vector3   a1;
             checkType(l, 3, out a1);
             UnityEngine.Vector3 a2;
             checkType(l, 4, out a2);
             UnityEngine.ForceMode a3;
             checkEnum(l, 5, out a3);
             self.AddForceAtPosition(a1, a2, a3);
             pushValue(l, true);
             return(1);
         }
         else if (argc == 4)
         {
             UnityEngine.Rigidbody self = (UnityEngine.Rigidbody)checkSelf(l);
             UnityEngine.Vector3   a1;
             checkType(l, 3, out a1);
             UnityEngine.Vector3 a2;
             checkType(l, 4, out a2);
             self.AddForceAtPosition(a1, a2);
             pushValue(l, true);
             return(1);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Exemple #7
0
 /// <summary>
 /// makes this controller push a rigidbody using force or fixed velocity
 /// depending on the supplied 'PushForceMode'. in the 'Simplified' mode
 /// the controller will directly set the velocity of the rigidbody.
 /// in the 'Kinetic' mode force will be applied to the rigidbody at point
 /// of contact, and will accumulate. NOTE: 'point' will only have effect
 /// in 'Kinetic' mode.
 /// </summary>
 public void PushRigidbody(Rigidbody rigidbody, Vector3 moveDirection, PushForceMode pushForcemode, Vector3 point)
 {
     switch (pushForcemode)
     {
         case PushForceMode.Simplified:
             rigidbody.velocity = (vp_3DUtility.HorizontalVector((new Vector3(moveDirection.x, 0, moveDirection.z)).normalized) * (PhysicsPushForce / rigidbody.mass));
             break;
         case PushForceMode.Kinetic:
             // if collision occurs beside (neither above nor below) the player we
             // will only apply horizontal force. this makes pushing stuff around
             // much smoother and easier
             if (Vector3.Distance(vp_3DUtility.HorizontalVector(Transform.position), vp_3DUtility.HorizontalVector(point)) > Player.Radius.Get())
             {
                 rigidbody.AddForceAtPosition(vp_3DUtility.HorizontalVector(moveDirection) * (PhysicsPushForce * KINETIC_PUSHFORCE_MULTIPLIER), point);
                 // DEBUG: uncomment this to visualize horizontal push RPCs as green balls
                 //GameObject o1 = vp_3DUtility.DebugBall();
                 //o1.renderer.material.color = Color.green;
                 //o1.transform.position = point;
             }
             else
             {
                 // if collision occured above or below the player we will apply force
                 // along the unmodified collision vector. this makes for more realistic
                 // physics when walking on top of stuff or bumping your head into it
                 rigidbody.AddForceAtPosition(moveDirection * (PhysicsPushForce * KINETIC_PUSHFORCE_MULTIPLIER), point);
                 // DEBUG: uncomment this to visualize vertical push RPCs as red balls
                 //GameObject o2 = vp_3DUtility.DebugBall();
                 //o2.transform.position = point;
             }
             break;
     }
 }
Exemple #8
0
 // Use this for initialization
 void Start()
 {
     _rigidbody = gameObject.GetComponent<Rigidbody>();
     _rigidbody.AddForceAtPosition(Vector3.up * Random.Range( 400f,900f), Random.insideUnitSphere * 2);
 }
 public IEnumerator ApplyForce(Rigidbody body)
 {
     yield return new WaitForSeconds(.4f);
     Vector3 direction = body.transform.position - transform.position;
     body.AddForceAtPosition(direction.normalized, transform.position);
 }
 void ApplyForce(Rigidbody body)
 {
     Debug.LogError("Wtf!");
     Vector3 direction = body.transform.position - transform.position;
     body.AddForceAtPosition(direction.normalized, transform.position);
 }
 public override void ApplyKillForce(Rigidbody rigidbody)
 {
     rigidbody.AddForceAtPosition(Force, Position, ForceMode.Impulse);
 }
        public void FixedUpdate()
        {
            if (LeadTime == 0)
            {
                // ****** JUST PULL WITH TWO STRINGS TO FACE DIRECTION *****
                //
                if (FacingDirection != Vector3.zero)
                {
                    // *********************  FACE CHEST TOWARDS THE INPUT DIRECTION *******
                    _rigidbody.AddForceAtPosition(FacingForce * FacingDirection * Time.deltaTime, _rigidbody.transform.TransformDirection(BodyForward), ForceMode.Impulse);
                    _rigidbody.AddForceAtPosition(-FacingForce * FacingDirection * Time.deltaTime, _rigidbody.transform.TransformDirection(-BodyForward), ForceMode.Impulse);
                }
            }
            else
            {
                // ******** TRY PULL TOWARDS DIRECTION FACTORING IN VELOCITY (ie. decelerate towards the target) ***********
                Vector3 targetPoint  = transform.position + FacingDirection * BodyForward.magnitude;
                Vector3 currentPoint = transform.TransformPoint(BodyForward);
                Vector3 reversePoint = transform.TransformPoint(-BodyForward);
                Vector3 velocity     = _rigidbody.GetPointVelocity(currentPoint);
                Vector3 diff         = targetPoint - (currentPoint + velocity * LeadTime);

                _rigidbody.AddForceAtPosition(FacingForce * diff * Time.deltaTime, currentPoint, ForceMode.Impulse);
                _rigidbody.AddForceAtPosition(-FacingForce * diff * Time.deltaTime, reversePoint, ForceMode.Impulse);
            }
        }