// Update is called once per frame
        protected override void OnUpdate()
        {
            // Make sure the world has finished building before querying it
            CreatePhysicsWorldSystem.FinalJobHandle.Complete();

            var          em    = World.Active.EntityManager;
            PhysicsWorld world = CreatePhysicsWorldSystem.PhysicsWorld;

            float invDt = 1.0f / Time.fixedDeltaTime;

            Entities.ForEach((VehicleMechanics mechanics) =>
            {
                if (mechanics.wheels.Count == 0)
                {
                    return;
                }

                Entity ce = mechanics.chassisEntity;
                if (ce == Entity.Null)
                {
                    return;
                }

                int ceIdx = world.GetRigidBodyIndex(ce);
                if (-1 == ceIdx || ceIdx >= world.NumDynamicBodies)
                {
                    return;
                }

                //float ceMass = world.GetMass(ceIdx);
                float3 cePosition     = em.GetComponentData <Translation>(ce).Value;
                quaternion ceRotation = em.GetComponentData <Rotation>(ce).Value;
                float3 ceCenterOfMass = world.GetCenterOfMass(ceIdx);
                float3 ceUp           = math.mul(ceRotation, mechanics.chassisUp);
                float3 ceForward      = math.mul(ceRotation, mechanics.chassisForward);
                float3 ceRight        = math.mul(ceRotation, mechanics.chassisRight);

                var rayResults    = new NativeArray <RaycastHit>(mechanics.wheels.Count, Allocator.TempJob);
                var rayVelocities = new NativeArray <float3>(mechanics.wheels.Count, Allocator.TempJob);

                // Collect the RayCast results
                var rayInputs          = new NativeArray <RaycastInput>(mechanics.wheels.Count, Allocator.TempJob);
                CollisionFilter filter = world.GetCollisionFilter(ceIdx);
                for (int i = 0; i < mechanics.wheels.Count; i++)
                {
                    GameObject weGO = mechanics.wheels[i];

                    float3 wheelCurrentPos = weGO.transform.position;

                    float3 rayStart = weGO.transform.parent.position;
                    float3 rayEnd   = (-ceUp * (mechanics.suspensionLength + mechanics.wheelBase)) + rayStart;

                    if (mechanics.drawDebugInformation)
                    {
                        Debug.DrawRay(rayStart, rayEnd - rayStart);
                    }

                    rayInputs[i] = new RaycastInput
                    {
                        Start  = rayStart,
                        End    = rayEnd,
                        Filter = filter
                    };
                }
                JobHandle rayJobHandle = ScheduleBatchRayCast(world.CollisionWorld, rayInputs, rayResults);
                rayJobHandle.Complete();
                for (int i = 0; i < mechanics.wheels.Count; i++)
                {
                    RaycastHit rayResult = rayResults[i];

                    rayVelocities[i] = float3.zero;
                    if (rayResult.RigidBodyIndex != -1)
                    {
                        float3 wheelPos = rayResult.Position;
                        wheelPos       -= (cePosition - ceCenterOfMass);

                        float3 velocityAtWheel = world.GetLinearVelocity(ceIdx, wheelPos);
                        rayVelocities[i]       = velocityAtWheel;
                    }
                }
                rayInputs.Dispose();


                // Calculate a simple slip factor based on chassis tilt.
                float slopeSlipFactor = math.pow(math.abs(math.dot(ceUp, math.up())), 4.0f);

                // Proportional apply velocity changes to each wheel
                float invWheelCount = 1.0f / mechanics.wheels.Count;
                for (int i = 0; i < mechanics.wheels.Count; i++)
                {
                    GameObject weGO = mechanics.wheels[i];

                    float3 rayStart = weGO.transform.parent.position;
                    float3 rayEnd   = (-ceUp * (mechanics.suspensionLength + mechanics.wheelBase)) + rayStart;

                    float3 rayDir = rayEnd - rayStart;

                    RaycastHit rayResult = rayResults[i];
                    //float3 velocityAtWheel = rayVelocities[i];

                    float3 wheelPos = rayResult.Position;
                    wheelPos       -= (cePosition - ceCenterOfMass);

                    float3 velocityAtWheel = world.GetLinearVelocity(ceIdx, wheelPos);

                    float3 weUp      = ceUp;
                    float3 weRight   = ceRight;
                    float3 weForward = ceForward;

                    #region handle wheel steering
                    {
                        bool bIsSteeringWheel = mechanics.steeringWheels.Contains(weGO);
                        if (bIsSteeringWheel)
                        {
                            float steeringAngle = math.radians(mechanics.steeringAngle);
                            //if((mechanics.steeringWheels.IndexOf(weGO)+1) > (0.5f * mechanics.steeringWheels.Count))
                            //    steeringAngle = -steeringAngle;

                            quaternion wRotation = quaternion.AxisAngle(ceUp, steeringAngle);
                            weRight   = math.rotate(wRotation, weRight);
                            weForward = math.rotate(wRotation, weForward);

                            weGO.transform.localRotation = quaternion.AxisAngle(mechanics.chassisUp, steeringAngle);
                        }
                    }
                    #endregion

                    float currentSpeedUp      = math.dot(velocityAtWheel, weUp);
                    float currentSpeedForward = math.dot(velocityAtWheel, weForward);
                    float currentSpeedRight   = math.dot(velocityAtWheel, weRight);

                    #region handle wheel rotation
                    {
                        var rGO = weGO.transform.GetChild(0);
                        if (rGO)
                        {
                            bool isDriven    = (mechanics.driveEngaged && mechanics.driveWheels.Contains(weGO));
                            float weRotation = isDriven
                                ? (mechanics.driveDesiredSpeed / mechanics.wheelBase)
                                : (currentSpeedForward / mechanics.wheelBase);

                            weRotation = math.radians(weRotation);
                            rGO.transform.localRotation *= quaternion.AxisAngle(mechanics.chassisRight, weRotation);
                        }
                    }
                    #endregion


                    float3 wheelCurrentPos = weGO.transform.position;
                    bool hit = !math.all(rayResult.SurfaceNormal == float3.zero);
                    if (!hit)
                    {
                        float3 wheelDesiredPos  = (-ceUp * mechanics.suspensionLength) + rayStart;
                        weGO.transform.position = math.lerp(wheelCurrentPos, wheelDesiredPos, mechanics.suspensionDamping / mechanics.suspensionStrength);
                    }
                    else
                    {
                        // remove the wheelbase to get wheel position.
                        float fraction = rayResult.Fraction - (mechanics.wheelBase) / (mechanics.suspensionLength + mechanics.wheelBase);

                        float3 wheelDesiredPos  = math.lerp(rayStart, rayEnd, fraction);
                        weGO.transform.position = math.lerp(wheelCurrentPos, wheelDesiredPos, mechanics.suspensionDamping / mechanics.suspensionStrength);

                        #region Suspension
                        {
                            // Calculate and apply the impulses
                            var posA = rayEnd;
                            var posB = rayResult.Position;
                            var lvA  = currentSpeedUp * weUp;// world.GetLinearVelocity(ceIdx, posA);
                            var lvB  = world.GetLinearVelocity(rayResult.RigidBodyIndex, posB);

                            var impulse     = mechanics.suspensionStrength * (posB - posA) + mechanics.suspensionDamping * (lvB - lvA);
                            impulse         = impulse * invWheelCount;
                            float impulseUp = math.dot(impulse, weUp);

                            // Suspension shouldn't necessarily pull the vehicle down!
                            float downForceLimit = -0.25f;
                            if (downForceLimit < impulseUp)
                            {
                                impulse = impulseUp * weUp;

                                world.ApplyImpulse(ceIdx, impulse, posA);
                                //world.ApplyImpulse(rayResult.RigidBodyIndex, -impulse, posB);

                                if (mechanics.drawDebugInformation)
                                {
                                    Debug.DrawRay(wheelDesiredPos, impulse, Color.green);
                                }
                            }
                        }
                        #endregion

                        #region Sideways friction
                        {
                            float deltaSpeedRight = (0.0f - currentSpeedRight);
                            deltaSpeedRight       = math.clamp(deltaSpeedRight, -mechanics.wheelMaxImpulseRight, mechanics.wheelMaxImpulseRight);
                            deltaSpeedRight      *= mechanics.wheelFrictionRight;
                            deltaSpeedRight      *= slopeSlipFactor;

                            float3 impulse      = deltaSpeedRight * weRight;
                            float effectiveMass = world.GetEffectiveMass(ceIdx, impulse, wheelPos);
                            impulse             = impulse * effectiveMass * invWheelCount;

                            world.ApplyImpulse(ceIdx, impulse, wheelPos);
                            world.ApplyImpulse(rayResult.RigidBodyIndex, -impulse, wheelPos);

                            if (mechanics.drawDebugInformation)
                            {
                                Debug.DrawRay(wheelDesiredPos, impulse, Color.red);
                            }
                        }
                        #endregion

                        #region Drive
                        {
                            if (mechanics.driveEngaged && mechanics.driveWheels.Contains(weGO))
                            {
                                float deltaSpeedForward = (mechanics.driveDesiredSpeed - currentSpeedForward);
                                deltaSpeedForward       = math.clamp(deltaSpeedForward, -mechanics.wheelMaxImpulseForward, mechanics.wheelMaxImpulseForward);
                                deltaSpeedForward      *= mechanics.wheelFrictionForward;
                                deltaSpeedForward      *= slopeSlipFactor;

                                float3 impulse = deltaSpeedForward * weForward;

                                float effectiveMass = world.GetEffectiveMass(ceIdx, impulse, wheelPos);
                                impulse             = impulse * effectiveMass * invWheelCount;

                                world.ApplyImpulse(ceIdx, impulse, wheelPos);
                                world.ApplyImpulse(rayResult.RigidBodyIndex, -impulse, wheelPos);

                                if (mechanics.drawDebugInformation)
                                {
                                    Debug.DrawRay(wheelDesiredPos, impulse, Color.blue);
                                }
                            }
                        }
                        #endregion
                    }
                }

                rayResults.Dispose();
                rayVelocities.Dispose();
            });
        }
示例#2
0
        protected override void OnUpdate()
        {
            _createPhysicsWorldSystem.GetOutputDependency().Complete();
            PhysicsWorld world = _createPhysicsWorldSystem.PhysicsWorld;

            var entitys    = this.carEntityQuery.ToEntityArrayAsync(Allocator.TempJob, out var jobhandle);
            var wheelInfos = new NativeArray <tmpData>(entitys.Length, Allocator.TempJob);
            var wheelJob   = new WheelJob()
            {
                physicsWorld  = world,
                Entitys       = entitys,
                wbcs          = GetComponentDataFromEntity <WheelBaseConfig>(),
                pps           = GetComponentDataFromEntity <PreviousParent>(),
                localToWorlds = GetComponentDataFromEntity <LocalToWorld>(),
                wbis          = GetComponentDataFromEntity <WheelBaseInfo>(),
                time          = Time.fixedDeltaTime,
                TmpDatas      = wheelInfos
            };

            wheelJob.Schedule(entitys.Length, 80, jobhandle).Complete();
            var drift = 0f;

            for (int i = 0; i < wheelInfos.Length; i++)
            {
                var data = wheelInfos[i];
                if (data.entity != Entity.Null)
                {
                    EntityManager.SetComponentData(data.entity, data.wbi);
                    world.ApplyImpulse(data.parentID, data.wbi.SuspensionForce, data.LocalToWorld.Position);

                    var v = Input.GetAxis("Vertical");
                    world.ApplyImpulse(data.parentID, data.LocalToWorld.Forward * (30) * v, data.hit.Position + (data.LocalToWorld.Position - data.hit.Position) / 10F);
                    var physicsVelocity = EntityManager.GetComponentData <PhysicsVelocity>(data.parentEntity);
                    var position        = EntityManager.GetComponentData <Translation>(data.parentEntity);
                    var rotation        = EntityManager.GetComponentData <Rotation>(data.parentEntity);

                    var h = Input.GetAxis("Horizontal");
                    world.ApplyAngularForce(data.parentID, h * data.LocalToWorld.Up * 7000);

                    var tmp = Matrix4x4.identity;
                    tmp.SetTRS(position.Value, rotation.Value, Vector3.one);

                    var linearVelocity  = world.GetLinearVelocity(data.parentID);
                    var angularVelocity = world.GetAngularVelocity(data.parentID);

                    float3 localAngleVelocity = tmp.inverse.MultiplyVector(angularVelocity);
                    localAngleVelocity.y   *= 0.9f + (drift / 10);
                    physicsVelocity.Angular = tmp.MultiplyVector(localAngleVelocity);

                    Vector3 localVelocity = tmp.inverse.MultiplyVector(linearVelocity);
                    localVelocity.x       *= 0.9f + (drift / 10);
                    physicsVelocity.Linear = tmp.MultiplyVector(localVelocity);

                    world.SetAngularVelocity(data.parentID, physicsVelocity.Angular);
                    world.SetLinearVelocity(data.parentID, physicsVelocity.Linear);
                }
            }


            entitys.Dispose();
            wheelInfos.Dispose();
        }