private float GetCorneringFactor(float angle, CarSpecification specs) { angle = MathF.NormalizeAngle(angle); if (angle > MathF.Pi) { angle -= MathF.Pi; } var threshold = MathF.DegToRad(specs.CorneringThreshold); if (angle < threshold) { return(angle / threshold); } if (angle > MathF.Pi - threshold) { return((MathF.Pi - angle) / threshold); } return(1); }
private void ApplyCorneringForce(Car car, CarSpecification specs, RigidBody physics, Transform transform, Vector2 localVel) { }