diff --git a/.gitignore b/.gitignore new file mode 100644 index 00000000..0160fd00 --- /dev/null +++ b/.gitignore @@ -0,0 +1,2 @@ +U3D_DrivingSystem/Library/ +U3D_DrivingSystem/Temp/ diff --git a/U3D_DrivingSystem/.idea/.idea.U3D_DrivingSystem/.idea/.gitignore b/U3D_DrivingSystem/.idea/.idea.U3D_DrivingSystem/.idea/.gitignore new file mode 100644 index 00000000..0ebde207 --- /dev/null +++ b/U3D_DrivingSystem/.idea/.idea.U3D_DrivingSystem/.idea/.gitignore @@ -0,0 +1,13 @@ +# Default ignored files +/shelf/ +/workspace.xml +# Rider ignored files +/projectSettingsUpdater.xml +/.idea.U3D_DrivingSystem.iml +/modules.xml +/contentModel.xml +# Editor-based HTTP Client requests +/httpRequests/ +# Datasource local storage ignored files +/dataSources/ +/dataSources.local.xml diff --git a/U3D_DrivingSystem/.idea/.idea.U3D_DrivingSystem/.idea/encodings.xml b/U3D_DrivingSystem/.idea/.idea.U3D_DrivingSystem/.idea/encodings.xml new file mode 100644 index 00000000..df87cf95 --- /dev/null +++ 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a/U3D_DrivingSystem/Assets/EVP5/Prefabs/The City.prefab.meta b/U3D_DrivingSystem/Assets/EVP5/Prefabs/The City.prefab.meta new file mode 100644 index 00000000..b86fe183 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Prefabs/The City.prefab.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0e18cad7a11c0e0499a23c6252c4b6d9 +timeCreated: 1427453518 +licenseType: Store +NativeFormatImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/Readme 5.3.txt b/U3D_DrivingSystem/Assets/EVP5/Readme 5.3.txt new file mode 100644 index 00000000..d2f1d81f --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Readme 5.3.txt @@ -0,0 +1,36 @@ + +Edy's Vehicle Physics for Unity - v5.3 +http://www.edy.es/dev/vehicle-physics +------------------------------------------------ + +FAQ: + http://evp.vehiclephysics.com/faq/ + +Sample scenes: + + The City - Simple Scene + A single vehicle and a camera in the most simple scene. + + The City - Simple Scene - Drift + The most simple scene for a car with a drift setup. Have fun! + + The City - Vehicle Manager + Several vehicles can be selected with a vehicle manager component. + +Controls: + +WSAD or arrows Throttle, brake, steering +Space Handbrake +Enter Reset vehicle (if it rolls over) +C Change camera +Tab or PgUp/PgDown Select vehicle (Vehicle Manager scene) +E Make the gray stone to "jump" (for load tests) +R Repair vehicle damage. +P Pause the vehicles (Vehicle Manager scene) + Camera and vehicle selection can be used while in Pause. +Y Show/hide telemetry. Shift-Y for switching telemetry modes. +Esc Restart the scene. + +Read the FAQ for useful hints on configuring your vehicles: + + http://evp.vehiclephysics.com/faq/ diff --git a/U3D_DrivingSystem/Assets/EVP5/Readme 5.3.txt.meta b/U3D_DrivingSystem/Assets/EVP5/Readme 5.3.txt.meta new file mode 100644 index 00000000..99ce9800 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Readme 5.3.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8a9e110ed95098049b8df6757032df19 +timeCreated: 1427751662 +licenseType: Store +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts.meta b/U3D_DrivingSystem/Assets/EVP5/Scripts.meta new file mode 100644 index 00000000..d788004d --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 26ee7c45feec1754bbaa042e691acc09 +folderAsset: yes +timeCreated: 1427480980 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/Editor.meta b/U3D_DrivingSystem/Assets/EVP5/Scripts/Editor.meta new file mode 100644 index 00000000..68b85ffb --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f574aec39704ff540bd5fc83c3212608 +folderAsset: yes +timeCreated: 1428172852 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/Editor/InspectorTools.cs b/U3D_DrivingSystem/Assets/EVP5/Scripts/Editor/InspectorTools.cs new file mode 100644 index 00000000..d8a73ad9 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/Editor/InspectorTools.cs @@ -0,0 +1,87 @@ +using UnityEngine; +using UnityEditor; + + +namespace EVP +{ + +public static class InspectorTools + { + static float m_labelWidth; + static float m_minLabelWidth; + + public static void BeginContent (float minLabelWidth = 0.0f) + { + m_labelWidth = EditorGUIUtility.labelWidth; + m_minLabelWidth = minLabelWidth; + ResetMinLabelWidth(); + } + + public static void EndContent () + { + EditorGUIUtility.labelWidth = m_labelWidth; + } + + public static void SetMinLabelWidth (float minLabelWidth = 0.0f) + { + EditorGUIUtility.labelWidth = Mathf.Max(EditorGUIUtility.currentViewWidth * 0.4f, minLabelWidth); + } + + public static void ResetMinLabelWidth () + { + EditorGUIUtility.labelWidth = Mathf.Max(EditorGUIUtility.currentViewWidth * 0.4f, m_minLabelWidth); + } + + + public static void InfoLabel (string label, string text, string hint = null) + { + Color currentCol = GUI.contentColor; + + GUI.contentColor = Color.white * 0.8f; + + if (hint == null) + EditorGUILayout.LabelField(label, text); + else + EditorGUILayout.LabelField(new GUIContent(label, hint), new GUIContent(text)); + + GUI.contentColor = currentCol; + } + + + public static SerializedProperty PropertyField (SerializedObject serializedObject, string propertyName, string caption = null, string hint = null) + { + SerializedProperty property = serializedObject.FindProperty(propertyName); + + if (!string.IsNullOrEmpty(caption)) + { + if (!string.IsNullOrEmpty(hint)) + EditorGUILayout.PropertyField(property, new GUIContent(caption, hint)); + else + EditorGUILayout.PropertyField(property, new GUIContent(caption)); + } + else + { + EditorGUILayout.PropertyField(property); + } + + return property; + } + + + // Convenience methods for a Editor Layout Foldout that respond to clicks on the text also, + // not only at the fold arrow. + + public static bool LayoutFoldout(bool foldout, string content, string hint) + { + Rect rect = EditorGUILayout.GetControlRect(); + return EditorGUI.Foldout(rect, foldout, new GUIContent(content, hint), true); + } + + + public static bool LayoutFoldout(bool foldout, string content) + { + Rect rect = EditorGUILayout.GetControlRect(); + return EditorGUI.Foldout(rect, foldout, content, true); + } + } +} diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/Editor/InspectorTools.cs.meta b/U3D_DrivingSystem/Assets/EVP5/Scripts/Editor/InspectorTools.cs.meta new file mode 100644 index 00000000..7894f989 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/Editor/InspectorTools.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 7fa4782e3b46aff44b9c4f429dd30641 +timeCreated: 1457095397 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/Editor/VehicleControllerInspector.cs b/U3D_DrivingSystem/Assets/EVP5/Scripts/Editor/VehicleControllerInspector.cs new file mode 100644 index 00000000..363e8cb3 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/Editor/VehicleControllerInspector.cs @@ -0,0 +1,279 @@ +//------------------------------------------------------------------------------------------------ +// Edy's Vehicle Physics +// (c) Angel Garcia "Edy" - Oviedo, Spain +// http://www.edy.es +//------------------------------------------------------------------------------------------------ + +using UnityEngine; +using UnityEditor; + +namespace EVP +{ + +[CustomEditor(typeof(VehicleController))] +public class VehicleControllerInspector : Editor + { + TextureCanvas m_canvas = null; + const int m_graphWidth = 242; + const int m_graphHeight = 64; + + VehicleController m_target; + + static bool m_showAdvanced = false; + static bool m_showInput = false; + + + public override void OnInspectorGUI () + { + serializedObject.Update(); + m_target = (VehicleController)target; + + InspectorTools.BeginContent(115); + InspectorTools.SetMinLabelWidth(140); + + EditorGUILayout.Space(); + EditorGUILayout.PropertyField(serializedObject.FindProperty("wheels"), true); + + InspectorTools.ResetMinLabelWidth(); + // Center of Mass + + InspectorTools.PropertyField(serializedObject, "centerOfMassMode", "Mode", "How the center of mass is configured"); + + if (m_target.centerOfMassMode == VehicleController.CenterOfMassMode.Parametric) + { + InspectorTools.PropertyField(serializedObject, "centerOfMassPosition", "Position", "Relative longitudinal position. 0 = rear, 1 = front, 0.5 = middle"); + InspectorTools.PropertyField(serializedObject, "centerOfMassHeightOffset", "Height", "Height distance (m) relative to vehicle's reference frame"); + } + else + { + InspectorTools.PropertyField(serializedObject, "centerOfMassTransform", "Transform", "A Transform in the vehicle to be used as center of mass"); + } + + // Setup + + string forwardSpeedText = GetSpeedText(m_target.maxSpeedForward); + string reverseSpeedText = GetSpeedText(m_target.maxSpeedReverse); + + InspectorTools.PropertyField(serializedObject, "maxSpeedForward", "Max Speed Forward", forwardSpeedText + "\n\nMaximum theoretical forward speed (m/s). The force produced by the drive wheels decreases with speed according to the graph below. The effective top speed will also be limited by the Aerodynamic Drag."); + InspectorTools.PropertyField(serializedObject, "maxSpeedReverse", "Max Speed Reverse", reverseSpeedText + "\n\nMaximum theoretical speed (m/s) in reverse. "); + InspectorTools.PropertyField(serializedObject, "tireFriction", "Tire friction", "Coefficient of friction for the tires. Can be biased to front or rear."); + InspectorTools.PropertyField(serializedObject, "antiRoll", "Anti-roll", "% of anti roll effect. Prevents the vehicle to bank on corners or rolling over. Vehicle runs flat on anti-roll = 1.0"); + InspectorTools.PropertyField(serializedObject, "maxSteerAngle", "Max Steer Angle", "Maximimum steer angle (degrees) for the wheels marked as Steer"); + InspectorTools.SetMinLabelWidth(143); + InspectorTools.PropertyField(serializedObject, "aeroDrag", "Aerodynamic Drag", "Drag coefficient. Produces a resistive force opposing the velocity squared. Applied at the position specified by the Aerodynamics balance. This setting limits the effective top speed."); + InspectorTools.PropertyField(serializedObject, "aeroDownforce", "Aerodynamic Downforce", "Downforce coefficient. Produces a vertical downforce based on the velocity squared. Applied at the position specified by the Aerodynamics balance. The suspension will get compressed with the speed."); + InspectorTools.ResetMinLabelWidth(); + InspectorTools.PropertyField(serializedObject, "rollingResistance", "Rolling resistance", "% of brake resistance applied for stopping the vehicle when no other input is applied."); + + // Motor + + InspectorTools.SetMinLabelWidth(150); + InspectorTools.PropertyField(serializedObject, "maxDriveForce", "Max Drive Force", "Maximum drive force (N) applied at the wheels marked as Drive on throttle input. The force decreases with speed according to the graph below. The Drive Balance allows applying different forces at front and rear wheels."); + InspectorTools.PropertyField(serializedObject, "maxDriveSlip", "Max Drive Slip", "Maximum amount of slip (m/s) when applying drive force. Slip is the relative speed of the tire over the ground. The slip can limited by Traction Control."); + InspectorTools.PropertyField(serializedObject, "driveForceToMaxSlip", "Drive Force To Max Slip", "Excess of drive force (N) that takes the wheel to the maximum drive slip when applying throttle."); + InspectorTools.ResetMinLabelWidth(); + InspectorTools.PropertyField(serializedObject, "forceCurveShape", "Force Curve Shape", "Shape of the curve that decreases the drive force with speed, as seen in the graph below."); + + Rect graphRect = AllocateRectForGraphic(); + + // Brakes + + InspectorTools.SetMinLabelWidth(150); + InspectorTools.PropertyField(serializedObject, "maxBrakeForce", "Max Brake Force", "Maximum brake force (N) applied at the wheels marked as Brake on brake input. The Brake Balance allows applying different brakes at front and rear wheels."); + InspectorTools.PropertyField(serializedObject, "brakeForceToMaxSlip", "Brake Force To Max Slip", "Excess of brake force (N) that takes the wheel to the maximum brake slip when applying brakes."); + InspectorTools.ResetMinLabelWidth(); + + EditorGUILayout.Space(); + InspectorTools.SetMinLabelWidth(125); + InspectorTools.PropertyField(serializedObject, "brakeMode", "Brake Mode", "How the brakes affect the wheel slip. Slip: specify maximum amount of brake slip in m/s. Ratio: the maximum slip is a ratio (%) of the current speed."); + if (m_target.brakeMode == VehicleController.BrakeMode.Slip) + InspectorTools.PropertyField(serializedObject, "maxBrakeSlip", "Max Brake Slip", "Maximum amount of slip (m/s) when appling brake force. Slip is the relative speed of the tire over the ground."); + else + InspectorTools.PropertyField(serializedObject, "maxBrakeRatio", "Max Brake Ratio", "Wheel is allowed to slip at the given ratio (%) of the current speed as effect of the brake"); + + EditorGUILayout.Space(); + InspectorTools.PropertyField(serializedObject, "handbrakeMode"); + if (m_target.handbrakeMode == VehicleController.BrakeMode.Slip) + InspectorTools.PropertyField(serializedObject, "maxHandbrakeSlip", "Max Handbrake Slip", "Maximum amount of slip (m/s) when appling handbrake. Slip is the relative speed of the tire over the ground."); + else + InspectorTools.PropertyField(serializedObject, "maxHandbrakeRatio", "Max Handbrake Ratio", "Wheel is allowed to slip at the given ratio (%) of the current speed as effect of the handbrake"); + InspectorTools.ResetMinLabelWidth(); + + // Balance + + InspectorTools.PropertyField(serializedObject, "driveBalance", "Drive Balance", "Balance of the drive force. 0 = rear, 1 = front, 0.5 = 50-50%. Only affects wheels set as Drive."); + InspectorTools.InfoLabel(" ", string.Format("Rear: {0} Front: {1}", + VehicleController.GetRampBalancedValue(m_target.maxDriveForce, m_target.driveBalance, 0.0f).ToString("0"), + VehicleController.GetRampBalancedValue(m_target.maxDriveForce, m_target.driveBalance, 1.0f).ToString("0") + )); + + InspectorTools.PropertyField(serializedObject, "brakeBalance", "Brake Balance", "Balance of the brake force. 0 = rear, 1 = front, 0.5 = 50-50%. Only affects wheels set as Brake."); + InspectorTools.InfoLabel(" ", string.Format("Rear: {0} Front: {1}", + VehicleController.GetRampBalancedValue(m_target.maxBrakeForce, m_target.brakeBalance, 0.0f).ToString("0"), + VehicleController.GetRampBalancedValue(m_target.maxBrakeForce, m_target.brakeBalance, 1.0f).ToString("0") + )); + + + InspectorTools.PropertyField(serializedObject, "tireFrictionBalance", "Tire Friction", "Front - rear friction tweaking. >0.5 = bias to front, <0.5 = bias to rear."); + InspectorTools.InfoLabel(" ", string.Format("Rear: {0}% Front: {1}%", + VehicleController.GetBalancedValue(100.0f, m_target.tireFrictionBalance, 0.0f).ToString("0"), + VehicleController.GetBalancedValue(100.0f, m_target.tireFrictionBalance, 1.0f).ToString("0") + )); + + InspectorTools.PropertyField(serializedObject, "aeroBalance", "Aerodynamics", "Longitudinal relative position (%) of the aerodynamics application point"); + InspectorTools.InfoLabel(" ", string.Format("Rear: {0}% Front: {1}%", + VehicleController.GetBalancedValue(50.0f, m_target.aeroBalance, 0.0f).ToString("0"), + VehicleController.GetBalancedValue(50.0f, m_target.aeroBalance, 1.0f).ToString("0") + )); + + InspectorTools.PropertyField(serializedObject, "handlingBias", "Handling Bias", "Impose additional oversteer - understeed behaviour"); + if (m_target.handlingBias > 0.5001f) + InspectorTools.InfoLabel(" ", string.Format("Oversteer +{0}%", (int)(Mathf.InverseLerp(0.5f, 1.0f, m_target.handlingBias) * 100))); + else if (m_target.handlingBias < 0.4999f) + InspectorTools.InfoLabel(" ", string.Format("Understeer +{0}%", (int)(Mathf.InverseLerp(0.5f, 0.0f, m_target.handlingBias) * 100))); + else + InspectorTools.InfoLabel(" ", "Neutral"); + + // Driving Aids + + InspectorTools.PropertyField(serializedObject, "tractionControl", "Traction Control", "Limits the amount of wheel slip when applying throttle. The value is the ratio (%) of Max Drive Slip allowed."); + InspectorTools.PropertyField(serializedObject, "tractionControlRatio", " "); + InspectorTools.PropertyField(serializedObject, "brakeAssist", "Brake Assist", "Limits the amount of wheel slip when applying brakes. The value is the ratio (%) of Brake Slip (either Slip or Ratio) allowed."); + InspectorTools.PropertyField(serializedObject, "brakeAssistRatio", " "); + InspectorTools.PropertyField(serializedObject, "steeringLimit", "Steering Limit", "Limits the steering angle with speed. The value is the % of effectiveness."); + InspectorTools.PropertyField(serializedObject, "steeringLimitRatio", " "); + InspectorTools.PropertyField(serializedObject, "steeringAssist", "Steering Assist", "Helps the wheels to point to the actual direction of movement. Useful when drifting. The value is the % of effectiveness."); + InspectorTools.PropertyField(serializedObject, "steeringAssistRatio", " "); + + // Advanced / optimization + + m_showAdvanced = InspectorTools.LayoutFoldout(m_showAdvanced, "Advanced Settings"); + if (m_showAdvanced) + { + InspectorTools.SetMinLabelWidth(130); + InspectorTools.PropertyField(serializedObject, "wheelUpdateRate", "Wheel Update Rate", "When to update the wheel's visual position and rotation."); + InspectorTools.PropertyField(serializedObject, "wheelPositionMode", "Wheel Position Mode", "Visual precision of the contact among the wheel mesh and the ground. Doesn't affect the physics behaviour."); + + InspectorTools.PropertyField(serializedObject, "sleepVelocity", "Sleep Velocity", "Braked wheels moving below this speed are allowed to 'sleep' (= keep stationary)"); + InspectorTools.PropertyField(serializedObject, "defaultGroundGrip", "Default Ground Grip", "Grip value to be applied when the contacted surface has no ground material assigned"); + InspectorTools.PropertyField(serializedObject, "defaultGroundDrag", "Default Ground Drag", "Drag value to be applied when the contacted surface has no ground material assigned"); + + InspectorTools.SetMinLabelWidth(200); + InspectorTools.PropertyField(serializedObject, "disallowRuntimeChanges", "Disallow Runtime Changes", "Can be enabled if mass, center of mass and suspension are not expected to change in runtime. Saves some calculations."); + InspectorTools.PropertyField(serializedObject, "disableSteerAngleCorrection", "Disable Steer Angle Correction", "Can be enabled if all wheels point in the vehicle's forward direction. Saves some calculations."); + InspectorTools.PropertyField(serializedObject, "showCollisionGizmos", "Show Collision Gizmos", "Draw some debug lines in the Editor when the vehicle collides with other objects"); + InspectorTools.ResetMinLabelWidth(); + + EditorGUILayout.Space(); + } + + // In-editor input + + m_showInput = InspectorTools.LayoutFoldout(m_showInput, "Vehicle Controls", "Used by input scripts. Exposed here for debug & tests in runtime"); + if (m_showInput) + { + InspectorTools.PropertyField(serializedObject, "steerInput", "Steer Input", "-1 left, 0 center, +1 right."); + InspectorTools.PropertyField(serializedObject, "throttleInput", "Throttle Input", "0 = no throttle, 1 = full throttle forwards, -1 = full throttle reverse"); + InspectorTools.PropertyField(serializedObject, "brakeInput", "Brake Input", "0 = no brakes, 1 = full brakes"); + InspectorTools.PropertyField(serializedObject, "handbrakeInput", "Handbrake Input", "0 = no handbrake, 1 = full handbrake"); + } + + serializedObject.ApplyModifiedProperties(); + + GUIDrawForceGraph(graphRect); + InspectorTools.EndContent(); + } + + + + Rect AllocateRectForGraphic () + { + Rect graphRect = EditorGUILayout.GetControlRect(false, m_graphHeight + 5); + graphRect.y += 5; + graphRect.height -= 5; + + // Graph legend info + + GUIContent legend = new GUIContent("Hover here to legend", + "Horizontal scale: speed (m/s)\n" + + "Vertical scale: force (N)\n\n" + + "Green: max drive force per drive wheel\n" + + "Dashed white: max speed" + ); + + GUIStyle tmpStyle = new GUIStyle(EditorStyles.miniLabel); + tmpStyle.alignment = TextAnchor.UpperCenter; + tmpStyle.normal.textColor = Color.gray; + EditorGUILayout.LabelField(legend, tmpStyle); + + return graphRect; + } + + + + void GUIDrawForceGraph (Rect graphRect) + { + if (m_canvas == null || Event.current.type != EventType.Ignore) + { + if (m_canvas == null) + { + m_canvas = new TextureCanvas(m_graphWidth, m_graphHeight); + m_canvas.alpha = 0.75f; + m_canvas.color = Color.black; + m_canvas.Clear(); + m_canvas.Save(); + } + else + { + m_canvas.Restore(); + } + + m_target = (VehicleController)serializedObject.targetObject; + + // Calculate the dimmensions of the speed graph + + float maxSpeed = Mathf.Max(m_target.maxSpeedForward * 1.1f, 1.0f); + float maxForce = Mathf.Max(m_target.maxDriveForce * 1.1f, 1.0f); + + // Set dimensions and draw grids + + m_canvas.rect = new Rect(0.0f, 0.0f, maxSpeed, maxForce); + m_canvas.color = Color.green*0.1f; + m_canvas.Grid(1.0f, 100.0f); + m_canvas.color = Color.green*0.4f; + m_canvas.Grid(10.0f, 1000.0f); + + // Origin lines + + m_canvas.color = Color.grey; + m_canvas.HorizontalLine(0.0f); + m_canvas.VerticalLine(0.0f); + + // Force graph + + CommonTools.BiasLerpContext biasCtx = new CommonTools.BiasLerpContext(); + + m_canvas.color = Color.green; + if (m_target.maxSpeedForward >= 0.01f) + m_canvas.Function(x => m_target.maxDriveForce * CommonTools.BiasedLerp(1.0f - x/m_target.maxSpeedForward, m_target.forceCurveShape, biasCtx)); + + // Limit lines + + m_canvas.color = Color.white; + m_canvas.lineType = TextureCanvas.LineType.Dashed; + m_canvas.Line(m_target.maxSpeedForward, 0.0f, m_target.maxSpeedForward, m_target.maxDriveForce); + m_canvas.lineType = TextureCanvas.LineType.Solid; + } + + // Non-scaled, horizontally centered, bottom-aligned, shadow effect + + m_canvas.EditorGUIDraw(graphRect); + } + + + string GetSpeedText (float speed) + { + return string.Format("{0} m/s = {1} km/h = {2} mph", speed, speed*3.6f, speed*2.237f); + } + } +} \ No newline at end of file diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/Editor/VehicleControllerInspector.cs.meta b/U3D_DrivingSystem/Assets/EVP5/Scripts/Editor/VehicleControllerInspector.cs.meta new file mode 100644 index 00000000..42f30fd4 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/Editor/VehicleControllerInspector.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 0b4430a85a349b441b3343ebe64d9536 +timeCreated: 1428172845 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/Editor/VehicleStandardInputInspector.cs b/U3D_DrivingSystem/Assets/EVP5/Scripts/Editor/VehicleStandardInputInspector.cs new file mode 100644 index 00000000..2fd96222 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/Editor/VehicleStandardInputInspector.cs @@ -0,0 +1,51 @@ +//------------------------------------------------------------------------------------------------ +// Edy's Vehicle Physics +// (c) Angel Garcia "Edy" - Oviedo, Spain +// http://www.edy.es +//------------------------------------------------------------------------------------------------ + +using UnityEngine; +using UnityEditor; + +namespace EVP +{ + +[CustomEditor(typeof(VehicleStandardInput))] +public class VehicleStandardInputInspector : Editor + { + public override void OnInspectorGUI () + { + InspectorTools.BeginContent(); + serializedObject.Update(); + + EditorGUILayout.PropertyField(serializedObject.FindProperty("target")); + + InspectorTools.SetMinLabelWidth(210); + EditorGUILayout.PropertyField(serializedObject.FindProperty("continuousForwardAndReverse")); + InspectorTools.SetMinLabelWidth(160); + + SerializedProperty propThrottleAndBrakeInput = serializedObject.FindProperty("throttleAndBrakeInput"); + EditorGUILayout.PropertyField(propThrottleAndBrakeInput); + EditorGUILayout.PropertyField(serializedObject.FindProperty("steerAxis")); + + VehicleStandardInput.ThrottleAndBrakeInput throttleAndBrakeInput = (VehicleStandardInput.ThrottleAndBrakeInput)propThrottleAndBrakeInput.enumValueIndex; + + if (throttleAndBrakeInput == VehicleStandardInput.ThrottleAndBrakeInput.SeparateAxes) + { + EditorGUILayout.PropertyField(serializedObject.FindProperty("throttleAxis")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("brakeAxis")); + } + else + { + EditorGUILayout.PropertyField(serializedObject.FindProperty("throttleAndBrakeAxis")); + } + + EditorGUILayout.PropertyField(serializedObject.FindProperty("handbrakeAxis")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("resetVehicleKey")); + + serializedObject.ApplyModifiedProperties(); + InspectorTools.EndContent(); + } + + } +} diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/Editor/VehicleStandardInputInspector.cs.meta b/U3D_DrivingSystem/Assets/EVP5/Scripts/Editor/VehicleStandardInputInspector.cs.meta new file mode 100644 index 00000000..746abed3 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/Editor/VehicleStandardInputInspector.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f2f85d96062af6343b3f8fa7999880ef +timeCreated: 1457095247 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/Extra.meta b/U3D_DrivingSystem/Assets/EVP5/Scripts/Extra.meta new file mode 100644 index 00000000..35c411b8 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/Extra.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: cad8629809080db4099201872585da4c +folderAsset: yes +timeCreated: 1428087089 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/Extra/FollowHeading.cs b/U3D_DrivingSystem/Assets/EVP5/Scripts/Extra/FollowHeading.cs new file mode 100644 index 00000000..881aabc4 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/Extra/FollowHeading.cs @@ -0,0 +1,33 @@ +using UnityEngine; +using EVP; + + +// Execution order must be: +// +// EVP.VehicleStandardInput +// FollowHeading +// < Default Time > + + +public class FollowHeading : MonoBehaviour + { + [Range(-180, 180)] + public float heading = 0.0f; // Degrees, 0 = "north" (World +Z) + + VehicleController m_vehicle; + + + void OnEnable () + { + m_vehicle = GetComponent(); + } + + + void FixedUpdate () + { + float deltaAngle = Mathf.DeltaAngle(transform.eulerAngles.y, heading); + float targetSteer = Mathf.Clamp(deltaAngle / m_vehicle.maxSteerAngle, -1.0f, +1.0f); + + m_vehicle.steerInput += targetSteer; + } + } diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/Extra/FollowHeading.cs.meta b/U3D_DrivingSystem/Assets/EVP5/Scripts/Extra/FollowHeading.cs.meta new file mode 100644 index 00000000..9cf8442f --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/Extra/FollowHeading.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 103fe9c0000d8a74795b8b0117f66ba6 +timeCreated: 1506444423 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: -200 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/Extra/RigidbodyImpulse.cs b/U3D_DrivingSystem/Assets/EVP5/Scripts/Extra/RigidbodyImpulse.cs new file mode 100644 index 00000000..2af7f351 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/Extra/RigidbodyImpulse.cs @@ -0,0 +1,36 @@ +//------------------------------------------------------------------------------------------------ +// Edy's Vehicle Physics +// (c) Angel Garcia "Edy" - Oviedo, Spain +// http://www.edy.es +//------------------------------------------------------------------------------------------------ + +using UnityEngine; +using System.Collections; + +namespace EVP +{ + +[RequireComponent(typeof(Rigidbody))] +public class RigidbodyImpulse : MonoBehaviour + { + public float velocity = 6.0f; + public Vector3 direction = Vector3.up; + public KeyCode key = KeyCode.E; + + Rigidbody m_rigidbody; + + + void OnEnable () + { + m_rigidbody = GetComponent(); + } + + + void Update () + { + if (Input.GetKeyDown(key)) + m_rigidbody.AddForce(direction.normalized * velocity, ForceMode.VelocityChange); + } + } + +} \ No newline at end of file diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/Extra/RigidbodyImpulse.cs.meta b/U3D_DrivingSystem/Assets/EVP5/Scripts/Extra/RigidbodyImpulse.cs.meta new file mode 100644 index 00000000..15658294 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/Extra/RigidbodyImpulse.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 3ac12b37d7fbe6042a9d367f1ff062a5 +timeCreated: 1428087174 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/Extra/RigidbodyPause.cs b/U3D_DrivingSystem/Assets/EVP5/Scripts/Extra/RigidbodyPause.cs new file mode 100644 index 00000000..ff4fb89a --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/Extra/RigidbodyPause.cs @@ -0,0 +1,98 @@ +//------------------------------------------------------------------------------------------------ +// Edy's Vehicle Physics +// (c) Angel Garcia "Edy" - Oviedo, Spain +// http://www.edy.es +//------------------------------------------------------------------------------------------------ + +using UnityEngine; +using System.Collections; + +namespace EVP +{ + +[RequireComponent(typeof(Rigidbody))] +public class RigidbodyPause : MonoBehaviour + { + public bool pause = false; + public KeyCode key = KeyCode.P; + + Rigidbody m_rigidbody; + + + bool m_pausedState = false; + Vector3 m_velocity = Vector3.zero; + Vector3 m_angularVelocity = Vector3.zero; + + // Enabling / disabling vehicle and wheelcolliders should be unnecesary in Unity 5.2+ + // (patch pending) + + VehicleController m_vehicle; + + + void OnEnable () + { + m_rigidbody = GetComponent(); + m_vehicle = GetComponent(); + } + + + void FixedUpdate () + { + if (pause && !m_pausedState) + { + m_velocity = m_rigidbody.velocity; + m_angularVelocity = m_rigidbody.angularVelocity; + + m_pausedState = true; + m_rigidbody.isKinematic = true; + + if (m_vehicle) + { + m_vehicle.enabled = false; + DisableWheelColliders(); + } + } + else + if (!pause && m_pausedState) + { + m_rigidbody.isKinematic = false; + + if (m_vehicle) + { + EnableWheelColliders(); + m_vehicle.enabled = true; + } + + m_rigidbody.AddForce(m_velocity, ForceMode.VelocityChange); + m_rigidbody.AddTorque(m_angularVelocity, ForceMode.VelocityChange); + + m_pausedState = false; + } + } + + + void DisableWheelColliders () + { + WheelCollider[] colliders = GetComponentsInChildren(); + + foreach (WheelCollider wheel in colliders) + wheel.enabled = false; + } + + + void EnableWheelColliders () + { + WheelCollider[] colliders = GetComponentsInChildren(); + + foreach (WheelCollider wheel in colliders) + wheel.enabled = true; + } + + + void Update () + { + if (Input.GetKeyDown(key)) pause = !pause; + } + } + +} \ No newline at end of file diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/Extra/RigidbodyPause.cs.meta b/U3D_DrivingSystem/Assets/EVP5/Scripts/Extra/RigidbodyPause.cs.meta new file mode 100644 index 00000000..04f5af16 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/Extra/RigidbodyPause.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 19030b8c4fd42b0469f069522d3b4a9b +timeCreated: 1429661922 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/Extra/VehicleNitro.cs b/U3D_DrivingSystem/Assets/EVP5/Scripts/Extra/VehicleNitro.cs new file mode 100644 index 00000000..2d1c0c33 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/Extra/VehicleNitro.cs @@ -0,0 +1,40 @@ +using UnityEngine; +using System.Collections; + +public class VehicleNitro : MonoBehaviour + { + public enum Mode { Acceleration, Impulse }; + public Mode mode = Mode.Acceleration; + public float value = 10.0f; + public float maxVelocity = 50.0f; + public KeyCode key = KeyCode.N; + + + Rigidbody m_rigidbody; + + + void OnEnable () + { + m_rigidbody = GetComponent(); + } + + + void Update () + { + if (mode == Mode.Impulse) + { + if (Input.GetKeyDown(key) && m_rigidbody.velocity.magnitude < maxVelocity) + m_rigidbody.AddRelativeForce(Vector3.forward * value, ForceMode.VelocityChange); + } + } + + + void FixedUpdate () + { + if (mode == Mode.Acceleration) + { + if (Input.GetKey(key) && m_rigidbody.velocity.magnitude < maxVelocity) + m_rigidbody.AddRelativeForce(Vector3.forward * value, ForceMode.Acceleration); + } + } + } diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/Extra/VehicleNitro.cs.meta b/U3D_DrivingSystem/Assets/EVP5/Scripts/Extra/VehicleNitro.cs.meta new file mode 100644 index 00000000..dd72b180 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/Extra/VehicleNitro.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 3395c4751a047ff43b7b560c52e4de52 +timeCreated: 1436352385 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/Ground Materials.meta b/U3D_DrivingSystem/Assets/EVP5/Scripts/Ground Materials.meta new file mode 100644 index 00000000..a4d6dd20 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/Ground Materials.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3ce5e7c40e8f8bf4fb21792d86643721 +folderAsset: yes +timeCreated: 1435664065 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/Ground Materials/GroundMaterialManager.cs b/U3D_DrivingSystem/Assets/EVP5/Scripts/Ground Materials/GroundMaterialManager.cs new file mode 100644 index 00000000..69db46d1 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/Ground Materials/GroundMaterialManager.cs @@ -0,0 +1,82 @@ +//------------------------------------------------------------------------------------------------ +// Edy's Vehicle Physics +// (c) Angel Garcia "Edy" - Oviedo, Spain +// http://www.edy.es +//------------------------------------------------------------------------------------------------ + +using UnityEngine; +using System; + +namespace EVP +{ + +[Serializable] +public class GroundMaterial + { + public PhysicMaterial physicMaterial; + + public float grip = 1.0f; + public float drag = 0.1f; + + public TireMarksRenderer marksRenderer; + public TireParticleEmitter particleEmitter; + + // Surface type affects the audio clips and other effects that are invoked + // depending on the surface. See the VehicleAudio component. + // + // Hard: tire skid audio, hard impacts, hard body drag, body scratches + // Soft: offroad rumble, soft impacts, soft body drag + + public enum SurfaceType { Hard, Soft }; + public SurfaceType surfaceType = SurfaceType.Hard; + } + + +public class GroundMaterialManager : MonoBehaviour + { + public GroundMaterial[] groundMaterials = new GroundMaterial[0]; + + + #if UNITY_EDITOR + // Editor-only code for initializing the elements in the groundMaterials array from + // a zero-sized array. Otherwise, they would be initialized to all-zero. + + bool m_firstDeserialization = true; + int m_materialsLength = 0; + + void OnValidate () + { + if (m_firstDeserialization) + { + m_materialsLength = groundMaterials.Length; + m_firstDeserialization = false; + } + else + { + if (groundMaterials.Length != m_materialsLength) + { + if (m_materialsLength == 0) + { + for (int i = 0; i < groundMaterials.Length; i++) + groundMaterials[i] = new GroundMaterial(); + } + + m_materialsLength = groundMaterials.Length; + } + } + } + #endif + + + public GroundMaterial GetGroundMaterial (PhysicMaterial physicMaterial) + { + for (int i=0, c=groundMaterials.Length; i(); + if (meshFilter == null) + meshFilter = gameObject.AddComponent(); + + MeshRenderer meshRenderer = gameObject.GetComponent(); + if (meshRenderer == null) + { + meshRenderer = gameObject.AddComponent(); + meshRenderer.shadowCastingMode = ShadowCastingMode.Off; + meshRenderer.material = material; + } + + if (maxMarks < 10) maxMarks = 10; + + // Initialize mark points array + + m_markPoints = new MarkPoint[maxMarks*2]; + for (int i = 0, c = m_markPoints.Length; i < c; i++) + m_markPoints[i] = new MarkPoint(); + + m_markCount = 0; + m_markArraySize = m_markPoints.Length; + + // Initialize the mesh source arrays. + // These will be edited and passed to the mesh filter in runtime. + + m_vertices = new Vector3[maxMarks * 4]; + m_normals = new Vector3[maxMarks * 4]; + m_tangents = new Vector4[maxMarks * 4]; + m_colors = new Color[maxMarks * 4]; + m_uvs = new Vector2[maxMarks * 4]; + m_triangles = new int[maxMarks * 6]; + m_values = new Vector2[maxMarks]; + + m_segmentCount = 0; + m_segmentArraySize = maxMarks; + m_segmentsUpdated = false; + + // Elements that will be invariant + + for (int i = 0; i < m_segmentArraySize; i++) + { + m_uvs[i * 4 + 0] = new Vector2(0, textureOffsetY); + m_uvs[i * 4 + 1] = new Vector2(1, textureOffsetY); + m_uvs[i * 4 + 2] = new Vector2(0, 1-textureOffsetY); + m_uvs[i * 4 + 3] = new Vector2(1, 1-textureOffsetY); + + m_triangles[i * 6 + 0] = i * 4 + 0; + m_triangles[i * 6 + 2] = i * 4 + 1; + m_triangles[i * 6 + 1] = i * 4 + 2; + + m_triangles[i * 6 + 3] = i * 4 + 2; + m_triangles[i * 6 + 5] = i * 4 + 1; + m_triangles[i * 6 + 4] = i * 4 + 3; + } + + // Initialize the mesh + + m_mesh = new Mesh(); + m_mesh.MarkDynamic(); + m_mesh.vertices = m_vertices; + m_mesh.normals = m_normals; + m_mesh.tangents = m_tangents; + m_mesh.colors = m_colors; + m_mesh.triangles = m_triangles; + m_mesh.uv = m_uvs; + m_mesh.RecalculateBounds(); + + meshFilter.mesh = m_mesh; + } + + + void OnValidate () + { + if (m_uvs != null) + { + for (int i = 0; i < m_uvs.Length/4; i++) + { + m_uvs[i * 4 + 0] = new Vector2(0, textureOffsetY); + m_uvs[i * 4 + 1] = new Vector2(1, textureOffsetY); + m_uvs[i * 4 + 2] = new Vector2(0, 1-textureOffsetY); + m_uvs[i * 4 + 3] = new Vector2(1, 1-textureOffsetY); + } + } + + m_segmentsUpdated = true; + } + + + // Called externally for each point where a mark might be created. + // + // The lastIndex value is the last value returned by this method for the same wheel, + // and allows creating different continuous mark treads for each wheel. + // lastIndex = -1 starts a new segment. + + public int AddMark (Vector3 pos, Vector3 normal, float pressureRatio, float skidRatio, float width, int lastIndex) + { + if (!isActiveAndEnabled || m_markArraySize == 0) + return -1; + + pressureRatio = CommonTools.BiasedLerp(pressureRatio, 0.5f + pressureBoost*0.5f, m_biasCtx); + + float intensity = 0.0f; + + switch (mode) + { + case Mode.PressureAndSkid: + intensity = Mathf.Clamp01(pressureRatio * skidRatio); + break; + + case Mode.PressureOnly: + intensity = Mathf.Clamp01(pressureRatio); + break; + } + + if (intensity <= 0.0f) return -1; + if (intensity > 1.0f) intensity = 1.0f; + + Vector3 newPos = pos + normal * groundOffset; + if (lastIndex >= 0 && Vector3.Distance(newPos, m_markPoints[lastIndex % m_markArraySize].pos) < minDistance) + return lastIndex; + + // Create new mark segment + + MarkPoint current = m_markPoints[m_markCount % m_markArraySize]; + current.pos = newPos; + current.normal = normal; + current.intensity = intensity; + current.lastIndex = lastIndex; + + if (lastIndex >= 0 && lastIndex > m_markCount - m_markArraySize) + { + MarkPoint last = m_markPoints[lastIndex % m_markArraySize]; + Vector3 dir = (current.pos - last.pos); + Vector3 crossDir = Vector3.Cross(dir, normal).normalized; + Vector3 widthDir = 0.5f * width * crossDir; + + current.posl = current.pos + widthDir; + current.posr = current.pos - widthDir; + current.tangent = new Vector4(crossDir.x, crossDir.y, crossDir.z, 1); + + if (last.lastIndex < 0) + { + last.tangent = current.tangent; + last.posl = current.pos + widthDir; + last.posr = current.pos - widthDir; + } + + // Add the actual segment to the mesh + + AddSegment(last, current); + } + + m_markCount++; + return m_markCount-1; + } + + + public void Clear () + { + if (isActiveAndEnabled) + { + m_markCount = 0; + m_segmentCount = 0; + + for (int i = 0, c = m_vertices.Length; i < c; i++) + m_vertices[i] = Vector3.zero; + + m_mesh.vertices = m_vertices; + m_segmentsUpdated = true; + } + } + + + void AddSegment (MarkPoint first, MarkPoint second) + { + int segmentIndex = (m_segmentCount % m_segmentArraySize) * 4; + + m_vertices[segmentIndex + 0] = first.posl; + m_vertices[segmentIndex + 1] = first.posr; + m_vertices[segmentIndex + 2] = second.posl; + m_vertices[segmentIndex + 3] = second.posr; + + m_normals[segmentIndex + 0] = first.normal; + m_normals[segmentIndex + 1] = first.normal; + m_normals[segmentIndex + 2] = second.normal; + m_normals[segmentIndex + 3] = second.normal; + + m_tangents[segmentIndex + 0] = first.tangent; + m_tangents[segmentIndex + 1] = first.tangent; + m_tangents[segmentIndex + 2] = second.tangent; + m_tangents[segmentIndex + 3] = second.tangent; + + m_colors[segmentIndex + 0].a = first.intensity; + m_colors[segmentIndex + 1].a = first.intensity; + m_colors[segmentIndex + 2].a = second.intensity; + m_colors[segmentIndex + 3].a = second.intensity; + + m_values[segmentIndex/4] = new Vector2(first.intensity, second.intensity); + + // The very first segment moves all vertices to that position. + // This allows proper calculation of the bounds later. + + if (m_segmentCount == 0) + { + Vector3 v = m_vertices[0]; + for (int i = 4, c = m_vertices.Length; i < c; i++) + m_vertices[i] = v; + } + + m_segmentCount++; + m_segmentsUpdated = true; + } + + + void LateUpdate () + { + if (!m_segmentsUpdated) return; + m_segmentsUpdated = false; + + // Progressively fade out the older marks + + int toFade = (int)(m_segmentArraySize * fadeOutRange); + if (toFade > 0) + { + int segment = m_segmentCount - m_segmentArraySize; + int fadeStart = 0; + + if (segment < 0) + { + fadeStart = -segment; + segment = 0; + } + + float fadeStep = 1.0f / toFade; + + for (int i = fadeStart; i < toFade; i++) + { + int valueIndex = segment % m_segmentArraySize; + int colorIndex = valueIndex * 4; + + float decay = i * fadeStep; + float intensity1 = m_values[valueIndex].x * decay; + float intensity2 = m_values[valueIndex].y * decay + fadeStep; + + m_colors[colorIndex + 0].a = intensity1; + m_colors[colorIndex + 1].a = intensity1; + m_colors[colorIndex + 2].a = intensity2; + m_colors[colorIndex + 3].a = intensity2; + + segment++; + } + } + + // Update the mesh + + m_mesh.MarkDynamic(); + m_mesh.vertices = m_vertices; + m_mesh.normals = m_normals; + m_mesh.tangents = m_tangents; + m_mesh.colors = m_colors; + m_mesh.RecalculateBounds(); + } + } +} \ No newline at end of file diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/Ground Materials/TireMarksRenderer.cs.meta b/U3D_DrivingSystem/Assets/EVP5/Scripts/Ground Materials/TireMarksRenderer.cs.meta new file mode 100644 index 00000000..80c8c2da --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/Ground Materials/TireMarksRenderer.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e5945322afb32da4fa29c050be787db2 +timeCreated: 1435662610 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/Ground Materials/TireParticleEmitter.cs b/U3D_DrivingSystem/Assets/EVP5/Scripts/Ground Materials/TireParticleEmitter.cs new file mode 100644 index 00000000..63a3a7ee --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/Ground Materials/TireParticleEmitter.cs @@ -0,0 +1,133 @@ +//------------------------------------------------------------------------------------------------ +// Edy's Vehicle Physics +// (c) Angel Garcia "Edy" - Oviedo, Spain +// http://www.edy.es +//------------------------------------------------------------------------------------------------ + +#if !UNITY_5_0 && !UNITY_5_1 && !UNITY_5_2 +#define UNITY_53_OR_GREATER +#endif + +using UnityEngine; + +namespace EVP +{ + +[RequireComponent(typeof(ParticleSystem))] +public class TireParticleEmitter : MonoBehaviour + { + public enum Mode { PressureAndSkid, PressureAndVelocity } + + public Mode mode = Mode.PressureAndSkid; + + public float emissionRate = 10.0f; + [Range(0,1)] + public float emissionShuffle = 0.0f; + public float maxLifetime = 7.0f; + public float minVelocity = 1.0f; + public float maxVelocity = 15.0f; + [Range(0,1)] + public float tireVelocityRatio = 0.5f; + + public Color Color1 = Color.white; + public Color Color2 = Color.gray; + public bool randomColor = false; + + + ParticleSystem m_particles; + + #if UNITY_53_OR_GREATER + ParticleSystem.EmitParams m_emitParams = new ParticleSystem.EmitParams(); + #else + ParticleSystem.Particle m_particle; + #endif + + + void OnEnable () + { + m_particles = GetComponent(); + m_particles.Stop(); + } + + + public float EmitParticle (Vector3 position, Vector3 wheelVelocity, Vector3 tireVelocity, float pressureRatio, float intensityRatio, float lastParticleTime) + { + if (!isActiveAndEnabled) return -1.0f; + + // Ensure first particle is emitted on new sequence started + if (lastParticleTime < 0.0f) lastParticleTime = Time.time - 1.0f/emissionRate; + + int particleCount = (int)((Time.time - lastParticleTime) * emissionRate); + if (particleCount <= 0) + return lastParticleTime; + + // Base lifetime of the particles depend on the mode + + float baseLifetime = 0.0f; + + switch (mode) + { + case Mode.PressureAndSkid: + baseLifetime = pressureRatio * intensityRatio * maxLifetime; + break; + + case Mode.PressureAndVelocity: + float velocity = tireVelocity.magnitude + wheelVelocity.magnitude; + baseLifetime = pressureRatio * maxLifetime * Mathf.InverseLerp(minVelocity, maxVelocity, velocity); + break; + } + + if (baseLifetime <= 0.0f) + return -1.0f; + + for (int i = 0; i < particleCount; i++) + { + // The actual tire velocity (aka forward skip in 3D world) affects the + // initial velocity of the particles + + Vector3 velocity = wheelVelocity * 0.9f + tireVelocity * tireVelocityRatio; + + float lifetime = baseLifetime * Random.Range(0.6f, 1.4f); + + float size = lifetime / maxLifetime * Random.Range(0.8f, 1.4f); + float rotation = Random.Range(0.0f, 360.0f); + + Color color = randomColor? Color.Lerp(Color1, Color2, Random.value) : Color1; + uint randomSeed = (uint)Random.Range(0, 20000); + + #if UNITY_53_OR_GREATER + m_emitParams.position = position; + m_emitParams.rotation = rotation; + + m_emitParams.velocity = velocity; + m_emitParams.angularVelocity = 0.0f; + + m_emitParams.startLifetime = lifetime; + m_emitParams.startSize = size; + m_emitParams.startColor = color; + + m_emitParams.randomSeed = randomSeed; + + m_particles.Emit(m_emitParams, 1); + #else + m_particle.position = position; + m_particle.velocity = velocity; + + m_particle.lifetime = lifetime; + m_particle.startLifetime = lifetime; + + m_particle.size = size; + m_particle.rotation = rotation; + m_particle.angularVelocity = 0.0f; + + m_particle.color = color; + m_particle.randomSeed = randomSeed; + + m_particles.Emit(m_particle); + #endif + } + + return Time.time + Random.Range(-emissionShuffle, +emissionShuffle) / emissionRate; + } + } +} \ No newline at end of file diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/Ground Materials/TireParticleEmitter.cs.meta b/U3D_DrivingSystem/Assets/EVP5/Scripts/Ground Materials/TireParticleEmitter.cs.meta new file mode 100644 index 00000000..bba98f1a --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/Ground Materials/TireParticleEmitter.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 89572a457ddfef04e9498b1e818cada8 +timeCreated: 1436478772 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/Tools.meta b/U3D_DrivingSystem/Assets/EVP5/Scripts/Tools.meta new file mode 100644 index 00000000..7e99390e --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/Tools.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: af2debb0d26277d4a8e46bd61b9b93cb +folderAsset: yes +timeCreated: 1427756040 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/Tools/CommonTools.cs b/U3D_DrivingSystem/Assets/EVP5/Scripts/Tools/CommonTools.cs new file mode 100644 index 00000000..391ebf67 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/Tools/CommonTools.cs @@ -0,0 +1,352 @@ +//------------------------------------------------------------------------------------------------ +// Edy's Vehicle Physics +// (c) Angel Garcia "Edy" - Oviedo, Spain +// http://www.edy.es +//------------------------------------------------------------------------------------------------ + +using UnityEngine; +using System.Collections; +using System.Collections.Generic; + +using System.IO; +using System.Runtime.Serialization; +using System.Xml.Serialization; +using System.Reflection; + +namespace EVP +{ + +public static class CommonTools + { + static Dictionary m_colors = new Dictionary(); + + + static CommonTools () + { + m_colors["red"] = Color.red; + m_colors["green"] = Color.green; + m_colors["blue"] = Color.blue; + m_colors["white"] = Color.white; + m_colors["black"] = Color.black; + m_colors["yellow"] = Color.yellow; + m_colors["cyan"] = Color.cyan; + m_colors["magenta"] = Color.magenta; + m_colors["gray"] = Color.gray; + m_colors["grey"] = Color.grey; + m_colors["clear"] = Color.clear; + } + + + public static int HexToDecimal (char ch) + { + switch (ch) + { + case '0': return 0x0; + case '1': return 0x1; + case '2': return 0x2; + case '3': return 0x3; + case '4': return 0x4; + case '5': return 0x5; + case '6': return 0x6; + case '7': return 0x7; + case '8': return 0x8; + case '9': return 0x9; + case 'a': + case 'A': return 0xA; + case 'b': + case 'B': return 0xB; + case 'c': + case 'C': return 0xC; + case 'd': + case 'D': return 0xD; + case 'e': + case 'E': return 0xE; + case 'f': + case 'F': return 0xF; + } + + return 0x0; + } + + + public static Color ParseColor (string col) + { + // Colores básicos por nombre + + if (m_colors.ContainsKey(col)) + return m_colors[col]; + + // Colores en formato #FFF/#FFFA ó #FFFFFF/#FFFFFFAA + + Color result = Color.black; + int l = col.Length; + float f; + + if (l > 0 && col[0] == "#"[0]) + { + if (l == 4 || l == 5) + { + f = 1.0f / 15.0f; + + result.r = HexToDecimal(col[1]) * f; + result.g = HexToDecimal(col[2]) * f; + result.b = HexToDecimal(col[3]) * f; + + if (l == 5) + result.a = HexToDecimal(col[4]) * f; + } + else + if (l == 7 || l == 9) + { + f = 1.0f / 255.0f; + + result.r = ((HexToDecimal(col[1]) << 4) | HexToDecimal(col[2])) * f; + result.g = ((HexToDecimal(col[3]) << 4) | HexToDecimal(col[4])) * f; + result.b = ((HexToDecimal(col[5]) << 4) | HexToDecimal(col[6])) * f; + + if (l == 9) + result.a = ((HexToDecimal(col[7]) << 4) | HexToDecimal(col[8])) * f; + } + } + + return result; + } + + + // Returns an angle valued clamped as [-180 .. +180] + + public static float ClampAngle (float angle) + { + angle = angle % 360.0f; + if (angle > 180.0f) angle -= 360.0f; + return angle; + } + + + // Returns an angle valued clamped as [0 .. +360] suitable for Mathf.LerpAngle + + public static float ClampAngle360 (float angle) + { + angle = angle % 360.0f; + if (angle < 0.0f) angle += 360.0f; + return angle; + } + + + // Draws a debug crossmark at the given position using the given transform for orientation + + public static void DrawCrossMark (Vector3 pos, Transform trans, Color col, float length = 0.1f) + { + length *= 0.5f; + + Vector3 F = trans.forward * length; + Vector3 U = trans.up * length; + Vector3 R = trans.right * length; + + Debug.DrawLine(pos - F, pos + F, col); + Debug.DrawLine(pos - U, pos + U, col); + Debug.DrawLine(pos - R, pos + R, col); + } + + + // Converting lineal to logaritmic values, useful for debug lines + + public static float Lin2Log(float val) + { + return Mathf.Log(Mathf.Abs(val)+1) * Mathf.Sign(val); + } + + public static Vector3 Lin2Log(Vector3 val) + { + return Vector3.ClampMagnitude(val, Lin2Log(val.magnitude)); + } + + + // Method for cloning serializable classes + // Usage: someClass = CommonTools.CloneObject(classToBeCloned); + // + // Source: http://stackoverflow.com/questions/78536/deep-cloning-objects + // + // Edy: Modified for using XmlSerializer instead of BinaryFormatter, which + // seems to support basic types only. + + public static T CloneObject(T source) + { + #if NETFX_CORE + if (!typeof(T).GetTypeInfo().IsSerializable) + #else + if (!typeof(T).IsSerializable) + #endif + throw new System.ArgumentException("The type must be serializable.", "source"); + + // Don't serialize a null object, simply return the default for that object + if (Object.ReferenceEquals(source, null)) + return default(T); + + XmlSerializer serializer = new XmlSerializer(typeof(T)); + Stream stream = new MemoryStream(); + using (stream) + { + serializer.Serialize(stream, source); + stream.Seek(0, SeekOrigin.Begin); + return (T)serializer.Deserialize(stream); + } + } + + + // Unclamped Lerp methods + + + public static float FastLerp (float from, float to, float t) + { + return from + (to-from) * t; + } + + + public static float LinearLerp (float x0, float y0, float x1, float y1, float x) + { + return y0 + (x-x0) * (y1-y0) / (x1-x0); + } + + + public static float LinearLerp (Vector2 from, Vector2 to, float t) + { + return LinearLerp(from.x, from.y, to.x, to.y, t); + } + + + public static float CubicLerp (float x0, float y0, float x1, float y1, float x) + { + // Hermite-based cubic polinomial function (spline) with horizontal tangents (0) + // + // h1(t) = 2*t3 - 3*t2 + 1; -> start point + // h2(t) = -2*t3 + 3*t2; -> end point + + float t = (x - x0) / (x1 - x0); + float t2 = t*t; + float t3 = t*t2; + + return y0 * (2*t3 - 3*t2 + 1) + y1 * (-2*t3 + 3*t2); + } + + + public static float CubicLerp (Vector2 from, Vector2 to, float t) + { + return CubicLerp(from.x, from.y, to.x, to.y, t); + } + + + // Smooth interpolation with simplified tangent adjustment + + + public static float TangentLerp (float x0, float y0, float x1, float y1, float a, float b, float x) + { + float h = y1 - y0; + float tg0 = 3.0f * h * a; + float tg1 = 3.0f * h * b; + + // Hermite-based cubic polinomial function (spline) + // + // h1(t) = 2*t3 - 3*t2 + 1; -> start point + // h2(t) = -2*t3 + 3*t2; -> end point + // h3(t) = t3 - 2*t2 + t; -> start tangent + // h4(t) = t3 - t2; -> end tangent + + float t = (x - x0) / (x1 - x0); + float t2 = t*t; + float t3 = t*t2; + + return y0 * (2*t3 - 3*t2 + 1) + y1 * (-2*t3 + 3*t2) + tg0 * (t3 - 2*t2 + t) + tg1 * (t3 - t2); + } + + + public static float TangentLerp (Vector2 from, Vector2 to, float a, float b, float t) + { + return TangentLerp(from.x, from.y, to.x, to.y, a, b, t); + } + + + // Hermite interpolation with full control on tangents + + + public static float HermiteLerp (float x0, float y0, float x1, float y1, float outTangent, float inTangent, float x) + { + // Hermite-based cubic polinomial function (spline) + // + // h1(t) = 2*t3 - 3*t2 + 1; -> start point + // h2(t) = -2*t3 + 3*t2; -> end point + // h3(t) = t3 - 2*t2 + t; -> start tangent + // h4(t) = t3 - t2; -> end tangent + + float t = (x - x0) / (x1 - x0); + float t2 = t*t; + float t3 = t*t2; + + return y0 * (2*t3 - 3*t2 + 1) + y1 * (-2*t3 + 3*t2) + outTangent * (t3 - 2*t2 + t) + inTangent * (t3 - t2); + } + + + // Generic biased lerp with optional context optimization: + // + // BiasedLerp(x, bias) generic unoptimized + // BiasedLerp(x, bias, context) optimized for bias which changes unfrequently + + + public class BiasLerpContext + { + public float lastBias = -1.0f; + public float lastExponent = 0.0f; + } + + + static float BiasWithContext (float x, float bias, BiasLerpContext context) + { + if (x <= 0.0f) return 0.0f; + if (x >= 1.0f) return 1.0f; + + if (bias != context.lastBias) + { + if (bias <= 0.0f) return x >= 1.0f? 1.0f : 0.0f; + else if (bias >= 1.0f) return x > 0.0f? 1.0f : 0.0f; + else if (bias == 0.5f) return x; + + context.lastExponent = Mathf.Log(bias) * -1.4427f; + context.lastBias = bias; + } + + return Mathf.Pow(x, context.lastExponent); + } + + + static float BiasRaw (float x, float bias) + { + if (x <= 0.0f) return 0.0f; + if (x >= 1.0f) return 1.0f; + + if (bias <= 0.0f) return x >= 1.0f? 1.0f : 0.0f; + else if (bias >= 1.0f) return x > 0.0f? 1.0f : 0.0f; + else if (bias == 0.5f) return x; + + float exponent = Mathf.Log(bias) * -1.4427f; + return Mathf.Pow(x, exponent); + } + + + public static float BiasedLerp (float x, float bias) + { + float result = bias <= 0.5f? BiasRaw(Mathf.Abs(x), bias) : + 1.0f - BiasRaw(1.0f - Mathf.Abs(x), 1.0f - bias); + + return x < 0.0f? -result : result; + } + + + public static float BiasedLerp (float x, float bias, BiasLerpContext context) + { + float result = bias <= 0.5f? BiasWithContext(Mathf.Abs(x), bias, context) : + 1.0f - BiasWithContext(1.0f - Mathf.Abs(x), 1.0f - bias, context); + + return x < 0.0f? -result : result; + } + } +} \ No newline at end of file diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/Tools/CommonTools.cs.meta b/U3D_DrivingSystem/Assets/EVP5/Scripts/Tools/CommonTools.cs.meta new file mode 100644 index 00000000..f85c7f76 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/Tools/CommonTools.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: a7f646181655ab34fb8fc1df6fb14aa3 +timeCreated: 1424297675 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/Tools/SceneTools.cs b/U3D_DrivingSystem/Assets/EVP5/Scripts/Tools/SceneTools.cs new file mode 100644 index 00000000..e0ba7c35 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/Tools/SceneTools.cs @@ -0,0 +1,53 @@ +//------------------------------------------------------------------------------------------------ +// Edy's Vehicle Physics +// (c) Angel Garcia "Edy" - Oviedo, Spain +// http://www.edy.es +//------------------------------------------------------------------------------------------------ + +#if !UNITY_5_0 && !UNITY_5_1 && !UNITY_5_2 +#define UNITY_53_OR_GREATER +#endif + +using UnityEngine; +using System.Collections; +#if UNITY_53_OR_GREATER +using UnityEngine.SceneManagement; +#endif + + +namespace EVP +{ + +public class SceneTools : MonoBehaviour + { + public bool slowTimeMode = false; + public float slowTime = 0.3f; + + public KeyCode hotkeyReset = KeyCode.R; + public KeyCode hotkeyTime = KeyCode.T; + + // Use this for initialization + void Start () + { + + } + + // Update is called once per frame + void Update () + { + if (Input.GetKeyDown(hotkeyReset)) + { + #if UNITY_53_OR_GREATER + SceneManager.LoadScene(0, LoadSceneMode.Single); + #else + Application.LoadLevel(0); + #endif + } + + if (Input.GetKeyDown(hotkeyTime)) + slowTimeMode = !slowTimeMode; + + Time.timeScale = slowTimeMode? slowTime : 1.0f; + } + } +} \ No newline at end of file diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/Tools/SceneTools.cs.meta b/U3D_DrivingSystem/Assets/EVP5/Scripts/Tools/SceneTools.cs.meta new file mode 100644 index 00000000..772670bf --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/Tools/SceneTools.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e3a1c52cb41c1dc4799a51df8aa3a23c +timeCreated: 1427213033 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/Tools/TextureCanvas.cs b/U3D_DrivingSystem/Assets/EVP5/Scripts/Tools/TextureCanvas.cs new file mode 100644 index 00000000..55272788 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/Tools/TextureCanvas.cs @@ -0,0 +1,900 @@ +//------------------------------------------------------------------------------------------------ +// Edy's Vehicle Physics +// (c) Angel Garcia "Edy" - Oviedo, Spain +// http://www.edy.es +//------------------------------------------------------------------------------------------------ + +using UnityEngine; + +namespace EVP +{ + +public class TextureCanvas + { + // Texture + + Texture2D m_texture; + int m_pixelsWd; + int m_pixelsHt; + bool m_dirty; + + private Color32[] m_pixels; + private Color32[] m_buffer; + + // Canvas rect + + Rect m_canvasRect; + float m_scaleX; // Pixels per canvas unit + float m_scaleY; + + // Clip area + + Rect m_clipArea = new Rect(); // In canvas units + + int m_pixelsXMin; // Drawable limits in physical pixels + int m_pixelsXMax; + int m_pixelsYMin; + int m_pixelsYMax; + + + // --------------------------------------------------------------------------------------------- + // Constructors & setup + + + public TextureCanvas (int pixelsWd, int pixelsHt, Rect canvasRect) + { + SetupCanvas(pixelsWd, pixelsHt); + rect = canvasRect; + } + + public TextureCanvas (int pixelsWd, int pixelsHt, float canvasWd, float canvasHt) + { + SetupCanvas(pixelsWd, pixelsHt); + rect = new Rect(0.0f, 0.0f, canvasWd, canvasHt); + } + + public TextureCanvas (int pixelsWd, int pixelsHt) + { + SetupCanvas(pixelsWd, pixelsHt); + rect = new Rect(0.0f, 0.0f, 1.0f, 1.0f); + } + + + // Destructor - manually release the texture. + // Use before discarding a temporary TextureCanvas object. + // NOTE: Textures are not automatically released via GC! + + public void DestroyTexture () + { + Object.DestroyImmediate(m_texture); + } + + + // Logical dimensions + + public Rect rect + { + get { + return m_canvasRect; + } + + set { + m_canvasRect = value; + m_scaleX = m_pixelsWd / m_canvasRect.width; + m_scaleY = m_pixelsHt / m_canvasRect.height; + clipArea = m_canvasRect; + } + } + + + // Drawable area + // Set to "rect" for resetting it + + public Rect clipArea + { + get { + return m_clipArea; + } + + set { + // It's clipped against the logical rect. If the clipped area falls outside the + // rect the width/height will become negative (= full clip). + + m_clipArea.xMin = Mathf.Max(value.xMin, m_canvasRect.xMin); + m_clipArea.xMax = Mathf.Min(value.xMax, m_canvasRect.xMax); + m_clipArea.yMin = Mathf.Max(value.yMin, m_canvasRect.yMin); + m_clipArea.yMax = Mathf.Min(value.yMax, m_canvasRect.yMax); + + m_pixelsXMin = GetPixelX(m_clipArea.xMin); + m_pixelsXMax = GetPixelX(m_clipArea.xMax); + m_pixelsYMin = GetPixelY(m_clipArea.yMin); + m_pixelsYMax = GetPixelY(m_clipArea.yMax); + } + } + + + // Unit conversions + + public float Pixels2CanvasX (int pixels) { return (float)pixels / m_scaleX; } + public float Pixels2CanvasY (int pixels) { return (float)pixels / m_scaleY; } + + int GetPixelX (float x) { return Mathf.RoundToInt((x - m_canvasRect.xMin) * m_scaleX); } + int GetPixelY (float y) { return Mathf.RoundToInt((y - m_canvasRect.yMin) * m_scaleY); } + int GetPixelWidth (float width) { return Mathf.RoundToInt(width * m_scaleX); } + int GetPixelHeight (float height) { return Mathf.RoundToInt(height * m_scaleY); } + + + // --------------------------------------------------------------------------------------------- + // Drawing + + + // When alpha is -1 (default) the alpha channel of the color property is used + + Color32 m_color = Color.white; + float m_alpha = -1.0f; + float m_srcAlpha = 1.0f; + float m_dstAlpha = 0.0f; + + + public Color32 color + { + get { + return m_color; + } + + set { + m_color = value; + SetupAlpha(); + } + } + + + public float alpha + { + get { + return m_alpha; + } + + set { + m_alpha = value; + SetupAlpha(); + } + } + + + public bool alphaBlend { get; set; } + + public enum LineType { Solid, Dotted, Dashed } + public LineType lineType { get; set; } + + public int dotInterval { get; set; } + public int dashInterval { get; set; } + + + // Line draw methods + + + float m_moveX; + float m_moveY; + int m_step; + + + public void MoveTo (float x0, float y0) + { + m_moveX = x0; + m_moveY = y0; + m_step = 0; + } + + + public void LineTo (float x1, float y1) + { + float x0 = m_moveX; + float y0 = m_moveY; + + m_moveX = x1; + m_moveY = y1; + + // Ensure that x0 <= x1 for better crop calculation + + if (x0 > x1) + { + float swap = x0; x0 = x1; x1 = swap; + swap = y0; y0 = y1; y1 = swap; + } + + // Left / right crop + + float sl = (y1 - y0) / (x1 - x0); + + if (x0 < m_clipArea.xMin) { y0 += (m_clipArea.xMin - x0) * sl; x0 = m_clipArea.xMin; } + if (x1 > m_clipArea.xMax) { y1 += (m_clipArea.xMax - x1) * sl; x1 = m_clipArea.xMax; } + + // We can now discard the lines that won't cross the visible view. + + if (x0 > m_clipArea.xMax || x1 < m_clipArea.xMin || + (y0 < m_clipArea.yMin && y1 < m_clipArea.yMin) || (y0 > m_clipArea.yMax && y1 > m_clipArea.yMax)) + return; + + // At this point the line necessarily crosses the visible viewport. X coords are already cropped. + // We now crop the Y coords that may be outside the view. + + if (y0 < m_clipArea.yMin) { x0 += (m_clipArea.yMin - y0) / sl; y0 = m_clipArea.yMin; } + if (y0 > m_clipArea.yMax) { x0 += (m_clipArea.yMax - y0) / sl; y0 = m_clipArea.yMax; } + + if (y1 < m_clipArea.yMin) { x1 += (m_clipArea.yMin - y1) / sl; y1 = m_clipArea.yMin; } + if (y1 > m_clipArea.yMax) { x1 += (m_clipArea.yMax - y1) / sl; y1 = m_clipArea.yMax; } + + // Draw the resulting line + + TexLine(GetPixelX(x0), GetPixelY(y0), GetPixelX(x1), GetPixelY(y1)); + m_dirty = true; + } + + + public void Line (float x0, float y0, float x1, float y1) + { + MoveTo(x0, y0); + LineTo(x1, y1); + } + + + public void HorizontalLine (float y) + { + m_step = 0; + TexSegmentH(m_pixelsXMin, m_pixelsXMax, GetPixelY(y)); + m_dirty = true; + } + + + public void VerticalLine (float x) + { + m_step = 0; + TexSegmentV(GetPixelX(x), m_pixelsYMin, m_pixelsYMax); + m_dirty = true; + } + + + // Circle and ellipse drawing + + + public void Circumference (float x, float y, float radius) + { + m_step = 0; + int r = GetPixelWidth(radius); + TexEllipse(GetPixelX(x), GetPixelY(y), r, r); + m_dirty = true; + } + + + public void Circle (float x, float y, float radius) + { + m_step = 0; + int r = GetPixelWidth(radius); + TexFillEllipse(GetPixelX(x), GetPixelY(y), r, r); + m_dirty = true; + } + + + public void Ellipse (float x, float y, float rx, float ry) + { + m_step = 0; + TexEllipse(GetPixelX(x), GetPixelY(y), GetPixelWidth(rx), GetPixelHeight(ry)); + m_dirty = true; + } + + + public void FillEllipse (float x, float y, float rx, float ry) + { + m_step = 0; + TexFillEllipse(GetPixelX(x), GetPixelY(y), GetPixelWidth(rx), GetPixelHeight(ry)); + m_dirty = true; + } + + + // Utility drawing methods + + + public void Clear () + { + for (int i=0, c=m_pixels.Length; i func, float x0, float x1) + { + float stepSize = Pixels2CanvasX(functionResolution); + + MoveTo(x0, func(x0)); + + float x; + for (x = x0; x <= x1; x += stepSize) + LineTo(x, func(x)); + + if (x < x1) + LineTo(x1, func(x1)); + } + + + public void Function (System.Func func) + { + Function(func, m_canvasRect.xMin, m_canvasRect.xMax); + } + + + public void SolidFunction (System.Func func, float x0, float x1) + { + int px0 = GetPixelX(x0); + int px1 = GetPixelX(x1); + int pxWidth = px1 - px0; + + int py0 = GetPixelY(0); + int py1; + + for (int px = 0; px <= pxWidth; px++) + { + m_step = 0; + + py1 = GetPixelHeight(func(x0 + Pixels2CanvasX(px))); + TexSegmentV(px0+px, py0, py0+py1); + } + + m_dirty = true; + } + + + public void SolidFunction (System.Func func) + { + SolidFunction(func, m_canvasRect.xMin, m_canvasRect.xMax); + } + + + // --------------------------------------------------------------------------------------------- + // Tools & GUI drawing + + + // Save current canvas & restore. + // Pixels only! No logical rect / clip area. + + + public void Save () + { + if (m_buffer == null) + m_buffer = (m_pixels.Clone() as Color32[]); + else + m_pixels.CopyTo(m_buffer, 0); + } + + + public void Restore () + { + if (m_buffer != null) + { + m_buffer.CopyTo(m_pixels, 0); + m_dirty = true; + } + } + + + // GUI draw + + + public void GUIDraw (int x, int y) + { + ApplyChanges(); + GUI.DrawTexture(new Rect(x, y, m_pixelsWd, m_pixelsHt), m_texture); + } + + + #if UNITY_EDITOR + public void EditorGUIDraw (Rect position) + { + ApplyChanges(); + UnityEditor.EditorGUI.DropShadowLabel(position, new GUIContent(m_texture)); + } + #endif + + + public void GUIStretchDraw (int x, int y, int width, int height) + { + ApplyChanges(); + GUI.DrawTexture(new Rect(x, y, width, height), m_texture); + } + + + public void GUIStretchDraw (int x, int y, int width) + { + ApplyChanges(); + float ratio = (float)m_pixelsHt / m_pixelsWd; + GUI.DrawTexture(new Rect(x, y, width, width * ratio), m_texture); + } + + + // Access to the actual Texture2D object for custom usage + + + public Texture2D texture + { + get { + ApplyChanges(); + return m_texture; + } + } + + + // --------------------------------------------------------------------------------------------- + // Private / Internal + + + void ApplyChanges () + { + if (m_dirty) + { + m_texture.SetPixels32(m_pixels); + m_texture.Apply(false); + m_dirty = false; + } + } + + + void SetupCanvas (int pixelsWd, int pixelsHt) + { + m_texture = new Texture2D(pixelsWd, pixelsHt, TextureFormat.ARGB32, false, true); + m_texture.hideFlags = HideFlags.HideAndDontSave; + + // Pixels are stored in both int and float formats for optimizing each type of operation + + m_pixelsWd = pixelsWd; + m_pixelsHt = pixelsHt; + m_pixels = new Color32[pixelsWd * pixelsHt]; + + // Default value for auto-properties and fields + + alphaBlend = false; + dotInterval = 5; + dashInterval = 5; + functionResolution = 3; + } + + + void SetupAlpha () + { + if (m_alpha >= 0.0f) + m_color.a = (byte)(Mathf.Clamp01(m_alpha) * 255.0f); + + m_srcAlpha = m_color.a / 255.0f; + m_dstAlpha = 1.0f - m_srcAlpha; + } + + + Color32 GetAlphaBlendedPixel (Color32 dst) + { + return new Color32( + (byte)(m_color.r*m_srcAlpha + dst.r*m_dstAlpha), + (byte)(m_color.g*m_srcAlpha + dst.g*m_dstAlpha), + (byte)(m_color.b*m_srcAlpha + dst.b*m_dstAlpha), + (byte)(m_color.a*m_srcAlpha + dst.a*m_dstAlpha)); + } + + + // --------------------------------------------------------------------------------------------- + // Private low-level drawing functions + + + bool CheckForPixel () + { + if (lineType == LineType.Solid) + return true; + + if (lineType == LineType.Dotted) + return (m_step++ % dotInterval) == 0; + + if (lineType == LineType.Dashed) + { + int n = dashInterval; + return (m_step++ % (n * 2)) < n; + } + + return true; + } + + + // PutPixel + + + void TexPixel (int x, int y) + { + if (x >= m_pixelsXMin && x < m_pixelsXMax && y >= m_pixelsYMin && y < m_pixelsYMax) + { + int pixel = y * m_pixelsWd + x; + m_pixels[pixel] = alphaBlend? GetAlphaBlendedPixel(m_pixels[pixel]) : m_color; + } + } + + + // Line drawing + + + void TexLine (int x0, int y0, int x1, int y1) + { + int dy = y1 - y0; + int dx = x1 - x0; + + if (dx == 0) + TexSegmentV(x0, y0, y1); + else + if (dy == 0) + TexSegmentH(x0, x1, y0); + else + { + int stepY; + if (dy < 0) + { + dy = -dy; + stepY = -1; + } + else + { + stepY = 1; + } + + int stepX; + if (dx < 0) + { + dx = -dx; + stepX = -1; + } + else + { + stepX = 1; + } + + dy <<= 1; + dx <<= 1; + + if (CheckForPixel()) + TexPixel(x0, y0); + + if (dx > dy) + { + int fraction = dy - (dx >> 1); + while (x0 != x1) + { + if (fraction >= 0) + { + y0 += stepY; + fraction -= dx; + } + x0 += stepX; + fraction += dy; + + if (CheckForPixel()) + TexPixel(x0, y0); + } + } + else + { + int fraction = dx - (dy >> 1); + while (y0 != y1) + { + if (fraction >= 0) + { + x0 += stepX; + fraction -= dy; + } + y0 += stepY; + fraction += dx; + + if (CheckForPixel()) + TexPixel(x0, y0); + } + } + } + } + + + // Fast segment drawing functions. + // They avoid the CheckForPixel check when possible. + + + void TexSegmentV (int x, int y0, int y1) + { + if (y0 > y1) + { + int swap = y0; + y0 = y1; + y1 = swap; + } + + if (x < m_pixelsXMin || x >= m_pixelsXMax || y1 < m_pixelsYMin || y0 >= m_pixelsYMax) return; + + if (y0 < m_pixelsYMin) y0 = m_pixelsYMin; + if (y1 >= m_pixelsYMax) y1 = m_pixelsYMax; + + int pixel = y0 * m_pixelsWd + x; + + if (!alphaBlend) + { + if (lineType == LineType.Solid) + { + for (int y = y0; y < y1; y++) + { + m_pixels[pixel] = m_color; + pixel += m_pixelsWd; + } + } + else + { + for (int y = y0; y < y1; y++) + { + if (CheckForPixel()) + m_pixels[pixel] = m_color; + pixel += m_pixelsWd; + } + } + } + else + { + if (lineType == LineType.Solid) + { + for (int y = y0; y < y1; y++) + { + m_pixels[pixel] = GetAlphaBlendedPixel(m_pixels[pixel]); + pixel += m_pixelsWd; + } + } + else + { + for (int y = y0; y < y1; y++) + { + if (CheckForPixel()) + m_pixels[pixel] = GetAlphaBlendedPixel(m_pixels[pixel]); + pixel += m_pixelsWd; + } + } + } + } + + + void TexSegmentH (int x0, int x1, int y) + { + if (x0 > x1) + { + int swap = x0; + x0 = x1; + x1 = swap; + } + + if (y < m_pixelsYMin || y >= m_pixelsYMax || x1 < m_pixelsXMin || x0 >= m_pixelsXMax) return; + + if (x0 < m_pixelsXMin) x0 = m_pixelsXMin; + if (x1 > m_pixelsXMax) x1 = m_pixelsXMax; + + int pixel = y * m_pixelsWd + x0; + + if (!alphaBlend) + { + if (lineType == LineType.Solid) + { + for (int x = x0; x < x1; x++) + m_pixels[pixel++] = m_color; + } + else + { + for (int x = x0; x < x1; x++) + { + if (CheckForPixel()) + m_pixels[pixel] = m_color; + pixel++; + } + } + } + else + { + if (lineType == LineType.Solid) + { + for (int x = x0; x < x1; x++) + { + m_pixels[pixel] = GetAlphaBlendedPixel(m_pixels[pixel]); + pixel++; + } + } + else + { + for (int x = x0; x < x1; x++) + { + if (CheckForPixel()) + m_pixels[pixel] = GetAlphaBlendedPixel(m_pixels[pixel]); + pixel++; + } + } + } + } + + + // Ellipse / circle drawing + + + void TexEllipse (int cx, int cy, int rx, int ry) + { + if (rx >= ry) + { + int y = rx; + int d = -rx; + int end = (int)Mathf.Ceil(rx / Mathf.Sqrt(2.0f)); + + float sy = (float)ry / rx; + + for (int x = 0; x <= end; x++) + { + TexPixel(cx+x, (int)(cy+y*sy)); + TexPixel(cx+x, (int)(cy-y*sy)); + TexPixel(cx-x, (int)(cy+y*sy)); + TexPixel(cx-x, (int)(cy-y*sy)); + + TexPixel(cx+y, (int)(cy+x*sy)); + TexPixel(cx-y, (int)(cy+x*sy)); + TexPixel(cx+y, (int)(cy-x*sy)); + TexPixel(cx-y, (int)(cy-x*sy)); + + d += 2*x + 1; + if (d > 0) d += 2 - 2*y--; + } + } + else + { + int x = ry; + int d = -ry; + int end = (int)Mathf.Ceil(ry / Mathf.Sqrt(2.0f)); + + float sx = (float)rx / ry; + + for (int y = 0; y <= end; y++) + { + TexPixel((int)(cx+y*sx), cy+x); + TexPixel((int)(cx+y*sx), cy-x); + TexPixel((int)(cx-y*sx), cy+x); + TexPixel((int)(cx-y*sx), cy-x); + + TexPixel((int)(cx+x*sx), cy+y); + TexPixel((int)(cx-x*sx), cy+y); + TexPixel((int)(cx+x*sx), cy-y); + TexPixel((int)(cx-x*sx), cy-y); + + d += 2*y + 1; + if (d > 0) d += 2 - 2*x--; + } + } + } + + + void TexFillEllipse (int cx, int cy, int rx, int ry) + { + if (rx >= ry) + { + int y = rx; + int d = -rx; + int end = (int)Mathf.Ceil(rx / Mathf.Sqrt(2.0f)); + + float sy = (float)ry / rx; + + for (int x = 0; x <= end; x++) + { + TexSegmentV(cx+x, cy, (int)(cy+y*sy)); + TexSegmentV(cx+x, cy, (int)(cy-y*sy)); + TexSegmentV(cx-x, cy, (int)(cy+y*sy)); + TexSegmentV(cx-x, cy, (int)(cy-y*sy)); + + TexSegmentV(cx+y, cy, (int)(cy+x*sy)); + TexSegmentV(cx-y, cy, (int)(cy+x*sy)); + TexSegmentV(cx+y, cy, (int)(cy-x*sy)); + TexSegmentV(cx-y, cy, (int)(cy-x*sy)); + + d += 2*x + 1; + if (d > 0) d += 2 - 2*y--; + } + } + else + { + int x = ry; + int d = -ry; + int end = (int)Mathf.Ceil(ry / Mathf.Sqrt(2.0f)); + + float sx = (float)rx / ry; + + for (int y = 0; y <= end; y++) + { + TexSegmentH((int)(cx+y*sx), cx, cy+x); + TexSegmentH((int)(cx+y*sx), cx, cy-x); + TexSegmentH((int)(cx-y*sx), cx, cy+x); + TexSegmentH((int)(cx-y*sx), cx, cy-x); + + TexSegmentH((int)(cx+x*sx), cx, cy+y); + TexSegmentH((int)(cx-x*sx), cx, cy+y); + TexSegmentH((int)(cx+x*sx), cx, cy-y); + TexSegmentH((int)(cx-x*sx), cx, cy-y); + + d += 2*y + 1; + if (d > 0) d += 2 - 2*x--; + } + } + } + } +} \ No newline at end of file diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/Tools/TextureCanvas.cs.meta b/U3D_DrivingSystem/Assets/EVP5/Scripts/Tools/TextureCanvas.cs.meta new file mode 100644 index 00000000..e8e12f52 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/Tools/TextureCanvas.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 77053e22c9a347043a414f846c44eedb +timeCreated: 1426870305 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleAudio.cs b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleAudio.cs new file mode 100644 index 00000000..73f8c239 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleAudio.cs @@ -0,0 +1,791 @@ +//------------------------------------------------------------------------------------------------ +// Edy's Vehicle Physics +// (c) Angel Garcia "Edy" - Oviedo, Spain +// http://www.edy.es +//------------------------------------------------------------------------------------------------ + +using UnityEngine; +using System; + +namespace EVP +{ + +// Per-wheel audio-related data + +public class WheelAudioData + { + public float lastDownforce = 0.0f; + public float lastWheelBumpTime = 0.0f; + } + + +[RequireComponent(typeof(VehicleController))] +public class VehicleAudio : MonoBehaviour + { + // Settings are arranged in classes for better organization + + [Serializable] + public class Engine + { + public AudioSource audioSource; + + [Space(5)] + public float idleRpm = 600.0f; + public float idlePitch = 0.25f; + public float idleVolume = 0.4f; + [Space(5)] + public float maxRpm = 6000.0f; + public float maxPitch = 1.5f; + public float maxVolume = 0.6f; + [Space(5)] + public float throttleRpmBoost = 500.0f; + public float throttleVolumeBoost = 0.4f; + [Space(5)] + public float wheelsToEngineRatio = 16.0f; + public int gears = 5; + public float gearDownRpm = 2500.0f; + public float gearUpRpm = 5000.0f; + [Space(5)] + public float gearUpRpmRate = 5.0f; + public float gearDownRpmRate = 6.0f; + public float volumeChangeRateUp = 48.0f; + public float volumeChangeRateDown = 16.0f; + } + + [Serializable] + public class EngineExtras + { + public AudioSource turboAudioSource; + public float turboMinRpm = 3500.0f; + public float turboMaxRpm = 5500.0f; + [Range(0,3)] + public float turboMinPitch = 0.8f; + [Range(0,3)] + public float turboMaxPitch = 1.5f; + [Range(0,1)] + public float turboMaxVolume = 1.0f; + public bool turboRequiresThrottle = true; + + [Space(5)] + public AudioClip turboDumpClip; + public float turboDumpMinRpm = 5000.0f; + public float turboDumpMinInterval = 2.0f; + public float turboDumpMinThrottleTime = 0.3f; + public float turboDumpVolume = 0.5f; + + [Space(5)] + public AudioSource transmissionAudioSource; + [Range(0.1f,1)] + public float transmissionMaxRatio = 0.9f; // Ratio of maximum transmission velocity (maxRpm * gearCount) at which transmission is considered maximum + [Range(0,3)] + public float transmissionMinPitch = 0.2f; + [Range(0,3)] + public float transmissionMaxPitch = 1.1f; + [Range(0,1)] + public float transmissionMinVolume = 0.1f; + [Range(0,1)] + public float transmissionMaxVolume = 0.2f; + } + + [Serializable] + public class Wheels + { + public AudioSource skidAudioSource; + public float skidMinSlip = 2.0f; + public float skidMaxSlip = 7.0f; + [Range(0,3)] + public float skidMinPitch = 0.9f; + [Range(0,3)] + public float skidMaxPitch = 0.8f; + [Range(0,1)] + public float skidMaxVolume = 0.75f; + + [Space(5)] + public AudioSource offroadAudioSource; + public float offroadMinSpeed = 1.0f; + public float offroadMaxSpeed = 20.0f; + [Range(0,3)] + public float offroadMinPitch = 0.3f; + [Range(0,3)] + public float offroadMaxPitch = 2.5f; + [Range(0,1)] + public float offroadMinVolume = 0.3f; + [Range(0,1)] + public float offroadMaxVolume = 0.6f; + + [Space(5)] + public AudioClip bumpAudioClip; + public float bumpMinForceDelta = 2000.0f; // Minimum force change in a fixed time step to be considered a bump + public float bumpMaxForceDelta = 18000.0f; // Force change at which the bump is considered to be maximum intensity + [Range(0,1)] + public float bumpMinVolume = 0.2f; // Volume to be applied at the minimum bump intensity + [Range(0,1)] + public float bumpMaxVolume = 0.6f; // Volume to be applied at the maximum bump intensity + } + + [Serializable] + public class Impacts + { + [Space(5)] + public AudioClip hardImpactAudioClip; + public AudioClip softImpactAudioClip; + public float minSpeed = 0.1f; // Min contact speed to be considered an impact. + public float maxSpeed = 10.0f; // Contact speed at which the impact is considered maximum intensity. + [Range(0,3)] + public float minPitch = 0.3f; // Pitch to be applied at minimum impact speed + [Range(0,3)] + public float maxPitch = 0.6f; // Pitch to ba applied at maximum impact speed + [Range(0,3)] + public float randomPitch = 0.2f; // Random pitch range (+- value) to be added to the pitch + [Range(0,1)] + public float minVolume = 0.7f; // Volume to be applied at minimum impact speed + [Range(0,1)] + public float maxVolume = 1.0f; // Volume to be applied at maximum impact speed + [Range(0,1)] + public float randomVolume = 0.2f; // Random volume range (+- value) to be added to the volume + } + + [Serializable] + public class Drags + { + public AudioSource hardDragAudioSource; + public AudioSource softDragAudioSource; + public float minSpeed = 2.0f; + public float maxSpeed = 20.0f; + [Range(0,3)] + public float minPitch = 0.6f; + [Range(0,3)] + public float maxPitch = 0.8f; + [Range(0,1)] + public float minVolume = 0.8f; + [Range(0,1)] + public float maxVolume = 1.0f; + + [Space(5)] + public AudioClip scratchAudioClip; + public float scratchRandomThreshold = 0.02f; // Percentage of drag events that cause a drag + public float scratchMinSpeed = 2.0f; + public float scratchMinInterval = 0.2f; + [Range(0,3)] + public float scratchMinPitch = 0.7f; + [Range(0,3)] + public float scratchMaxPitch = 1.1f; + [Range(0,1)] + public float scratchMinVolume = 0.9f; + [Range(0,1)] + public float scratchMaxVolume = 1.0f; + } + + [Serializable] + public class Wind + { + public AudioSource windAudioSource; + public float minSpeed = 3.0f; + public float maxSpeed = 30.0f; + [Range(0,3)] + public float minPitch = 0.5f; + [Range(0,3)] + public float maxPitch = 1.0f; + [Range(0,1)] + public float maxVolume = 0.5f; + } + + + // Actual public properties + + [Tooltip("AudioSource to be used with the one-time audio effects (impacts, etc)")] + public AudioSource audioClipTemplate; + [Space(2)] + public Engine engine = new Engine(); + [Space(2)] + public EngineExtras engineExtras = new EngineExtras(); + [Space(2)] + public Wheels wheels = new Wheels(); + [Space(2)] + public Impacts impacts = new Impacts(); + [Space(2)] + public Drags drags = new Drags(); + [Space(2)] + public Wind wind = new Wind(); + + // Additional less-relevant properties. To be configured from scripting if necessary. + + [NonSerialized] public float skidRatioChangeRate = 40.0f; + [NonSerialized] public float offroadSpeedChangeRate = 20.0f; + [NonSerialized] public float offroadCutoutSpeed = 0.02f; + [NonSerialized] public float dragCutoutSpeed = 0.01f; + [NonSerialized] public float turboRatioChangeRate = 8.0f; + [NonSerialized] public float wheelsRpmChangeRateLimit = 400.0f; + + + // Private fields + + VehicleController m_vehicle; + float m_engineRpm = 0.0f; + float m_engineThrottleRpm = 0.0f; + float m_engineRpmDamp; + + float m_wheelsRpm = 0.0f; + + int m_gear = 0; + int m_lastGear = 0; + + float m_skidRatio = 0.0f; + float m_offroadSpeed = 0.0f; + float m_lastScratchTime = 0.0f; + float m_turboRatio = 0.0f; + float m_lastTurboDumpTime = 0.0f; + float m_lastThrottleInput = 0.0f; + float m_lastThrottlePressedTime = 0.0f; + + WheelAudioData[] m_audioData = new WheelAudioData[0]; + + + // Public access to some private fields + + public int simulatedGear { get { return m_gear; } } + public float simulatedEngineRpm { get { return m_engineRpm; } } + + + void OnEnable () + { + // Configure the vehicle: report impacts, compute extended tire data (for skid) + + m_vehicle = GetComponent(); + m_vehicle.processContacts = true; + m_vehicle.onImpact += DoImpactAudio; + m_vehicle.computeExtendedTireData = true; + + // Verify / configure parameters + + if (engine.gears < 2) + engine.gears = 2; + + m_engineRpmDamp = engine.gearUpRpmRate; + m_wheelsRpm = 0.0f; + + // Verify the audio sources to belong to the actual vehicle (editor only) + + VerifyAudioSources(); + } + + + void OnDisable () + { + StopAllAudioSources(); + } + + + void Update () + { + if (m_vehicle.paused) + { + StopAllAudioSources(); + return; + } + + DoEngineAudio(); + + // At this point these values are available: + // + // - m_gear and m_lastGear (m_gear comes from DoEngineAudio) + // - m_vehicle.throttleInput and m_lastThrottleInput + // + // This allows other parts to react to gear and throttle changes. + + DoEngineExtraAudio(); + DoBodyDragAudio(); + DoWindAudio(); + + DoTireAudio(); + + m_lastGear = m_gear; + m_lastThrottleInput = m_vehicle.throttleInput; + } + + + void FixedUpdate () + { + if (m_vehicle.wheelData.Length != m_audioData.Length) + InitializeAudioData(); + + // TO-DO: Base it on the speed of movement instead of the force. + // We should trace the speed of movement in WheelData, in the vehicle's fixed update. + // Then move to Update. + // Right now it's somewhat designed to use FixedUpdate + + if (!m_vehicle.paused) + DoWheelBumpAudio(); + } + + + void InitializeAudioData () + { + m_audioData = new WheelAudioData[m_vehicle.wheelData.Length]; + + for (int i=0; i= 0) + { + // First gear goes from idle to gearUp + + float firstGear = engine.gearUpRpm - engine.idleRpm; + + if (transmissionRpm < firstGear) + { + m_gear = 1; + updatedEngineRpm = transmissionRpm + engine.idleRpm; + } + else + { + // Second gear and above go from gearDown to gearUp + + float gearWidth = engine.gearUpRpm - engine.gearDownRpm; + + m_gear = 2 + (int)((transmissionRpm - firstGear) / gearWidth); + + if (m_gear > engine.gears) + { + m_gear = engine.gears; + updatedEngineRpm = transmissionRpm - firstGear - (engine.gears - 2) * gearWidth + engine.gearDownRpm; + } + else + { + updatedEngineRpm = Mathf.Repeat(transmissionRpm - firstGear, gearWidth) + engine.gearDownRpm; + } + } + } + else + { + // Reverse gear + + m_gear = -1; + updatedEngineRpm = Mathf.Abs(transmissionRpm) + engine.idleRpm; + } + + updatedEngineRpm = Mathf.Clamp(updatedEngineRpm, 10.0f, engine.maxRpm); + + if (m_gear != m_lastGear) + { + m_engineRpmDamp = m_gear > m_lastGear ? engine.gearUpRpmRate : engine.gearDownRpmRate; + + // m_lastGear will be configured outside, so other methods can detect gear changes as well. + } + + m_engineRpm = Mathf.Lerp(m_engineRpm, updatedEngineRpm, m_engineRpmDamp * Time.deltaTime); + m_engineThrottleRpm = Mathf.Lerp(m_engineThrottleRpm, m_vehicle.throttleInput * engine.throttleRpmBoost, m_engineRpmDamp * Time.deltaTime); + + if (engine.audioSource != null) + { + float engineRatio = Mathf.InverseLerp(engine.idleRpm, engine.maxRpm, m_engineRpm + m_engineThrottleRpm); + ProcessContinuousAudioPitch(engine.audioSource, engineRatio, engine.idlePitch, engine.maxPitch); + + float engineVolume = Mathf.Lerp(engine.idleVolume, engine.maxVolume, engineRatio) + + Mathf.Abs(m_vehicle.throttleInput) * engine.throttleVolumeBoost; + ProcessVolume(engine.audioSource, engineVolume, engine.volumeChangeRateUp, engine.volumeChangeRateDown); + } + } + + + void DoEngineExtraAudio () + { + // Turbo audio + + float updatedTurboRatio = Mathf.InverseLerp(engineExtras.turboMinRpm, engineExtras.turboMaxRpm, m_engineRpm); + if (engineExtras.turboRequiresThrottle) + updatedTurboRatio *= Mathf.Clamp01(m_vehicle.throttleInput); + m_turboRatio = Mathf.Lerp(m_turboRatio, updatedTurboRatio, turboRatioChangeRate * Time.deltaTime); + + ProcessContinuousAudio(engineExtras.turboAudioSource, m_turboRatio, + engineExtras.turboMinPitch, engineExtras.turboMaxPitch, 0.0f, engineExtras.turboMaxVolume); + + // Turbo dump audio + + if (engineExtras.turboDumpClip != null) + { + if (Time.time-m_lastTurboDumpTime > engineExtras.turboDumpMinInterval && m_engineRpm > engineExtras.turboDumpMinRpm) + { + bool gearChangedUp = m_gear != m_lastGear && m_lastGear > 0 && m_gear > 0 && m_gear > m_lastGear; + bool throttleReleased = m_vehicle.throttleInput < 0.5f && (m_vehicle.throttleInput - m_lastThrottleInput) / Time.deltaTime < -20.0f; + + float throttlePressedTime = Time.time - m_lastThrottlePressedTime; + if (m_vehicle.throttleInput < 0.2f) m_lastThrottlePressedTime = Time.time; + + if ((gearChangedUp || throttleReleased) && throttlePressedTime > engineExtras.turboDumpMinThrottleTime) + { + Vector3 pos = engineExtras.turboAudioSource != null? engineExtras.turboAudioSource.transform.position : m_vehicle.cachedTransform.position; + PlayOneTime(engineExtras.turboDumpClip, pos, engineExtras.turboDumpVolume); + m_lastTurboDumpTime = Time.time; + } + } + } + + // Transmission audio + + float transmissionRatio = Mathf.Abs(m_wheelsRpm * engine.wheelsToEngineRatio) / (engine.maxRpm * engine.gears * engineExtras.transmissionMaxRatio); + + ProcessContinuousAudio(engineExtras.transmissionAudioSource, transmissionRatio, + engineExtras.transmissionMinPitch, engineExtras.transmissionMaxPitch, engineExtras.transmissionMinVolume, engineExtras.transmissionMaxVolume); + } + + + void DoTireAudio () + { + float currentSkidRatio = 0.0f; + float currentOffroadSpeed = 0.0f; + int offroadWheels = 0; + + // Skid uses the sum of all wheels: a single wheel skidding to the top causes maximum value. + // Offroad uses the average value of all wheels over offroad surface. + + foreach (WheelData wd in m_vehicle.wheelData) + { + // If no ground material is found, then the surface is considered "hard" (skid audio) + + if (wd.groundMaterial == null || wd.groundMaterial.surfaceType == GroundMaterial.SurfaceType.Hard) + { + // Skid value is the sum of the skid ratios based on the actual parameters + + currentSkidRatio += Mathf.InverseLerp(wheels.skidMinSlip, wheels.skidMaxSlip, wd.combinedTireSlip); + } + else + { + // Offroad value is the average velocity of the tire over the surface among all wheels. + + if (wd.grounded) + { + currentOffroadSpeed += wd.velocity.magnitude + Mathf.Abs(wd.tireSlip.y); + offroadWheels++; + } + } + } + + // Skid value receives the skid ratio based on wheels.skidMinSlip and wheels.skidMaxSlip + + m_skidRatio = Mathf.Lerp(m_skidRatio, currentSkidRatio, skidRatioChangeRate * Time.deltaTime); + ProcessContinuousAudio(wheels.skidAudioSource, m_skidRatio, wheels.skidMinPitch, wheels.skidMaxPitch, 0.0f, wheels.skidMaxVolume); + + // Offroad value receives the actual velocity of the wheel over the surface. + // It's split in two lineal ranges: + // - from cutout to min + // - from min to max + + if (offroadWheels > 1) currentOffroadSpeed /= offroadWheels; + m_offroadSpeed = Mathf.Lerp(m_offroadSpeed, currentOffroadSpeed, offroadSpeedChangeRate * Time.deltaTime); + + ProcessSpeedBasedAudio(wheels.offroadAudioSource, + m_offroadSpeed, offroadCutoutSpeed, wheels.offroadMinSpeed, wheels.offroadMaxSpeed, + 0.0f, wheels.offroadMinPitch, wheels.offroadMaxPitch, + wheels.offroadMinVolume, wheels.offroadMaxVolume); + } + + + void DoImpactAudio () + { + // Body impacts + + if (impacts.hardImpactAudioClip != null || impacts.softImpactAudioClip != null) + { + float impactSpeed = m_vehicle.localImpactVelocity.magnitude; + + if (impactSpeed > impacts.minSpeed) + { + float impactRatio = Mathf.InverseLerp (impacts.minSpeed, impacts.maxSpeed, impactSpeed); + AudioClip clip = null; + + if (!impacts.softImpactAudioClip) + { + clip = impacts.hardImpactAudioClip; + } + else + { + clip = m_vehicle.isHardImpact? impacts.hardImpactAudioClip : impacts.softImpactAudioClip; + } + + if (clip) + PlayOneTime(clip, + m_vehicle.cachedTransform.TransformPoint(m_vehicle.localImpactPosition), + Mathf.Lerp(impacts.minVolume, impacts.maxVolume, impactRatio) + UnityEngine.Random.Range(-impacts.randomVolume, impacts.randomVolume), + Mathf.Lerp(impacts.minPitch, impacts.maxPitch, impactRatio) + UnityEngine.Random.Range(-impacts.randomPitch, impacts.randomPitch)); + + // Debug.Log("Impact! " + impactRatio); + } + } + } + + + void DoBodyDragAudio () + { + // Continuous drag audio + + float dragSpeed = m_vehicle.localDragVelocity.magnitude; + float hardDragSpeed = m_vehicle.isHardDrag? dragSpeed : 0.0f; + float softDragSpeed = m_vehicle.isHardDrag? 0.0f : dragSpeed; + + ProcessSpeedBasedAudio(drags.hardDragAudioSource, hardDragSpeed, dragCutoutSpeed, drags.minSpeed, drags.maxSpeed, + 0.0f, drags.minPitch, drags.maxPitch, drags.minVolume, drags.maxVolume); + + ProcessSpeedBasedAudio(drags.softDragAudioSource, softDragSpeed, dragCutoutSpeed, drags.minSpeed, drags.maxSpeed, + 0.0f, drags.minPitch, drags.maxPitch, drags.minVolume, drags.maxVolume); + + // Random body scratch sounds on hard surfaces only + + if (drags.scratchAudioClip != null) + { + if (dragSpeed > drags.scratchMinSpeed + && m_vehicle.isHardDrag + && UnityEngine.Random.value < drags.scratchRandomThreshold + && Time.time-m_lastScratchTime > drags.scratchMinInterval) + { + PlayOneTime(drags.scratchAudioClip, + m_vehicle.cachedTransform.TransformPoint(m_vehicle.localDragPosition), + UnityEngine.Random.Range(drags.scratchMinVolume, drags.scratchMaxVolume), + UnityEngine.Random.Range(drags.scratchMinPitch, drags.scratchMaxPitch)); + m_lastScratchTime = Time.time; + } + } + } + + + void DoWheelBumpAudio () + { + if (wheels.bumpAudioClip == null) return; + + for (int i=0, c=m_vehicle.wheelData.Length; i wheels.bumpMinForceDelta && (Time.fixedTime - ad.lastWheelBumpTime) > 0.03f) + { + ProcessWheelBumpAudio(suspensionForceDelta, wd.transform.position); + ad.lastWheelBumpTime = Time.fixedTime; + } + } + } + + + void DoWindAudio () + { + float windRatio = Mathf.InverseLerp(wind.minSpeed, wind.maxSpeed, m_vehicle.cachedRigidbody.velocity.magnitude); + + ProcessContinuousAudio(wind.windAudioSource, windRatio, + wind.minPitch, wind.maxPitch, 0.0f, wind.maxVolume); + } + + + void StopAllAudioSources () + { + StopAudio(engine.audioSource); + StopAudio(engineExtras.turboAudioSource); + StopAudio(engineExtras.transmissionAudioSource); + StopAudio(wheels.skidAudioSource); + StopAudio(wheels.offroadAudioSource); + StopAudio(drags.hardDragAudioSource); + StopAudio(drags.softDragAudioSource); + StopAudio(wind.windAudioSource); + } + + + //---------------------------------------------------------------------------------------------- + + + void StopAudio (AudioSource audio) + { + if (audio != null) audio.Stop(); + } + + + void ProcessContinuousAudio (AudioSource audio, float ratio, float minPitch, float maxPitch, float minVolume, float maxVolume) + { + if (audio == null) return; + + audio.pitch = Mathf.Lerp(minPitch, maxPitch, ratio); + audio.volume = Mathf.Lerp(minVolume, maxVolume, ratio); + + if (!audio.isPlaying && audio.isActiveAndEnabled) audio.Play(); + audio.loop = true; + } + + + void ProcessContinuousAudioPitch (AudioSource audio, float ratio, float minPitch, float maxPitch) + { + if (audio == null) return; + + audio.pitch = Mathf.Lerp(minPitch, maxPitch, ratio); + + if (!audio.isPlaying && audio.isActiveAndEnabled) audio.Play(); + audio.loop = true; + } + + + void ProcessVolume (AudioSource audio, float volume, float changeRateUp, float changeRateDown) + { + float changeRate = volume > audio.volume? changeRateUp : changeRateDown; + audio.volume = Mathf.Lerp(audio.volume, volume, Time.deltaTime * changeRate); + } + + + void ProcessSpeedBasedAudio (AudioSource audio, float speed, float cutoutSpeed, float minSpeed, float maxSpeed, float cutoutPitch, float minPitch, float maxPitch, float minVolume, float maxVolume) + { + if (audio == null) return; + + if (speed < cutoutSpeed) + { + if (audio.isPlaying) audio.Stop(); + } + else + { + if (speed < minSpeed) + { + float ratio = Mathf.InverseLerp(cutoutSpeed, minSpeed, speed); + audio.pitch = Mathf.Lerp(cutoutPitch, minPitch, ratio); + audio.volume = Mathf.Lerp(0.0f, minVolume, ratio); + } + else + { + float ratio = Mathf.InverseLerp(minSpeed, maxSpeed, speed); + audio.pitch = Mathf.Lerp(minPitch, maxPitch, ratio); + audio.volume = Mathf.Lerp(minVolume, maxVolume, ratio); + } + + if (!audio.isPlaying && audio.isActiveAndEnabled) audio.Play(); + audio.loop = true; + } + } + + + void ProcessWheelBumpAudio (float suspensionForceDelta, Vector3 position) + { + float bumpRatio = Mathf.InverseLerp(wheels.bumpMinForceDelta, wheels.bumpMaxForceDelta, suspensionForceDelta); + PlayOneTime(wheels.bumpAudioClip, position, Mathf.Lerp(wheels.bumpMinVolume, wheels.bumpMaxVolume, bumpRatio)); + } + + + // Playing audio effects. + // + // We don't use AudioSource.PlayClipAtPoint because we need our sounds to be + // parented to the vehicle. + + void PlayOneTime (AudioClip clip, Vector3 position, float volume) + { + PlayOneTime(clip, position, volume, 1.0f); + } + + + void PlayOneTime (AudioClip clip, Vector3 position, float volume, float pitch) + { + if (clip == null || pitch < 0.01f || volume < 0.01f) return; + + GameObject go; + AudioSource source; + + if (audioClipTemplate != null) + { + go = (GameObject)Instantiate(audioClipTemplate.gameObject, position, Quaternion.identity); + source = go.GetComponent(); + go.transform.parent = audioClipTemplate.transform.parent; + } + else + { + go = new GameObject("One shot audio"); + go.transform.parent = m_vehicle.cachedTransform; + go.transform.position = position; + source = null; + } + + if (source == null) + { + source = go.AddComponent() as AudioSource; + source.spatialBlend = 1.0f; + } + + if (source.isActiveAndEnabled) + { + source.clip = clip; + source.volume = volume; + source.pitch = pitch; + source.dopplerLevel = 0.0f; // Doppler causes artifacts as for positioning the audio source + source.Play(); + } + + Destroy(go, clip.length / pitch); + } + + + void VerifyAudioSources () + { + #if UNITY_EDITOR + VerifyAudioSource(ref engine.audioSource); + VerifyAudioSource(ref engineExtras.turboAudioSource); + VerifyAudioSource(ref engineExtras.transmissionAudioSource); + VerifyAudioSource(ref wheels.skidAudioSource); + VerifyAudioSource(ref wheels.offroadAudioSource); + VerifyAudioSource(ref drags.hardDragAudioSource); + VerifyAudioSource(ref drags.softDragAudioSource); + VerifyAudioSource(ref wind.windAudioSource); + VerifyAudioSource(ref audioClipTemplate); + #endif + } + + + void VerifyAudioSource (ref AudioSource audioSource) + { + if (audioSource != null && !audioSource.transform.IsChildOf(m_vehicle.transform)) + { + Debug.LogWarning(m_vehicle.name + ": VehicleAudio: The audio source [" + audioSource.name + "] is not child of this vehicle. Disabled.", m_vehicle); + audioSource = null; + } + } + } +} diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleAudio.cs.meta b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleAudio.cs.meta new file mode 100644 index 00000000..6126de42 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleAudio.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: eaa8ccc8e0f947b43bb4379e0393bf88 +timeCreated: 1427729304 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleCameraController.cs b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleCameraController.cs new file mode 100644 index 00000000..0b052a56 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleCameraController.cs @@ -0,0 +1,742 @@ +//------------------------------------------------------------------------------------------------ +// Edy's Vehicle Physics +// (c) Angel Garcia "Edy" - Oviedo, Spain +// http://www.edy.es +//------------------------------------------------------------------------------------------------ + +using UnityEngine; +using UnityEngine.Serialization; +using System; + +namespace EVP +{ + +// TO-DO: raise to Serializable and add a common property "Mode Key" for each mode + +public class CameraMode + { + public KeyCode hotKey = KeyCode.None; + + // controller gets populated externally + + public VehicleCameraController controller; + + // Adjust the public values for the given configuration + + public virtual void SetViewConfig (VehicleViewConfig viewConfig) { } + + // Called one time when the host camera controller is enabled + + public virtual void Initialize (Transform self) { } + + // Called when the camera mode is enabled + + public virtual void OnEnable (Transform self, Transform target, Vector3 targetOffset) { } + + // Reset the values for the given target + + public virtual void Reset (Transform self, Transform target, Vector3 targetOffset) { } + + // Do the camera control stuff + + public virtual void Update (Transform self, Transform target, Vector3 targetOffset, float deltaTime) { } + + // Called when the camera mode is disabled + + public virtual void OnDisable (Transform self, Transform target, Vector3 targetOffset) { } + + // Utility method for getting the input for a given axis + + public static float GetInputForAxis (string axisName) + { + return string.IsNullOrEmpty(axisName)? 0.0f : Input.GetAxis(axisName); + } + } + + +// Fixed camera mode + + +[Serializable] +public class CameraAttachTo : CameraMode + { + public Transform attachTarget; + + + public override void SetViewConfig (VehicleViewConfig viewConfig) + { + attachTarget = viewConfig.driverView; + } + + + public override void Update (Transform self, Transform target, Vector3 targetOffset, float deltaTime) + { + if (attachTarget != null) target = attachTarget; + if (target == null) return; + + self.position = target.position; + self.rotation = target.rotation; + } + } + + +// Smooth follow camera mode + + +[Serializable] +public class CameraSmoothFollow : CameraMode + { + public float distance = 10.0f; + public float height = 5.0f; + public float viewHeightRatio = 0.5f; // Look above the target (height * this ratio) + public bool lookBehind = false; + [Space(5)] + public float heightDamping = 2.0f; + public float rotationDamping = 3.0f; + [Space(5)] + public bool followVelocity = true; + public float velocityDamping = 5.0f; + + + VehicleController m_vehicle; + Camera m_camera; + + Vector3 m_smoothLastPos = Vector3.zero; + Vector3 m_smoothVelocity = Vector3.zero; + float m_smoothTargetAngle = 0.0f; + + float m_selfRotationAngle; + float m_selfHeight; + + + public override void SetViewConfig (VehicleViewConfig viewConfig) + { + distance = viewConfig.viewDistance; + height = viewConfig.viewHeight; + rotationDamping = viewConfig.viewDamping; + } + + + public override void Initialize (Transform self) + { + m_camera = self.GetComponentInChildren(); + } + + + public override void Reset (Transform self, Transform target, Vector3 targetOffset) + { + if (target == null) return; + + m_vehicle = target.GetComponent(); + + m_smoothLastPos = target.position + targetOffset; + m_smoothVelocity = target.forward * 2.0f; + m_smoothTargetAngle = target.eulerAngles.y; + + m_selfRotationAngle = self.eulerAngles.y; + m_selfHeight = self.position.y; + } + + + public override void Update (Transform self, Transform target, Vector3 targetOffset, float deltaTime) + { + if (target == null) return; + + Vector3 updatedVelocity = (target.position + targetOffset - m_smoothLastPos) / deltaTime; + if (lookBehind) updatedVelocity = -updatedVelocity; + m_smoothLastPos = target.position + targetOffset; + + updatedVelocity.y = 0.0f; + + if (updatedVelocity.magnitude > 1.0f) + { + m_smoothVelocity = Vector3.Lerp(m_smoothVelocity, updatedVelocity, velocityDamping * deltaTime); + m_smoothTargetAngle = Mathf.Atan2(m_smoothVelocity.x, m_smoothVelocity.z) * Mathf.Rad2Deg; + } + + if (!followVelocity) + m_smoothTargetAngle = target.eulerAngles.y; + + float wantedHeight = target.position.y + targetOffset.y + height; + + m_selfRotationAngle = Mathf.LerpAngle(m_selfRotationAngle, m_smoothTargetAngle, rotationDamping * deltaTime); + m_selfHeight = Mathf.Lerp(m_selfHeight, wantedHeight, heightDamping * deltaTime); + Quaternion currentRotation = Quaternion.Euler (0, m_selfRotationAngle, 0); + + Vector3 selfPos = target.position + targetOffset; + selfPos -= currentRotation * Vector3.forward * distance; + selfPos.y = m_selfHeight; + + Vector3 lookAtTarget = target.position + targetOffset + Vector3.up * height * viewHeightRatio; + + if (m_vehicle != null && controller.cameraCollisions) + { + if (m_camera != null) + { + Vector3 origin = lookAtTarget; + Vector3 path = selfPos - lookAtTarget; + Vector3 direction = path.normalized; + float rayDistance = path.magnitude - m_camera.nearClipPlane; + float radius = m_camera.nearClipPlane * Mathf.Tan(m_camera.fieldOfView * Mathf.Deg2Rad * 0.5f) + 0.1f; + + selfPos = origin + direction * m_vehicle.SphereRaycastOthers(origin, direction, radius, rayDistance, controller.collisionMask); + } + else + { + selfPos = m_vehicle.RaycastOthers(lookAtTarget, selfPos, controller.collisionMask); + } + } + + self.position = selfPos; + self.LookAt(lookAtTarget); + } + } + + +// Mouse orbit camera mode + + +[Serializable] +public class CameraMouseOrbit : CameraMode + { + public float distance = 10.0f; + [Space(5)] + public float minVerticalAngle = -20.0f; + public float maxVerticalAngle = 80.0f; + public float horizontalSpeed = 5f; + public float verticalSpeed = 2.5f; + public float orbitDamping = 4.0f; + [Space(5)] + public float minDistance = 5.0f; + public float maxDistance = 50.0f; + public float distanceSpeed = 10.0f; + public float distanceDamping = 4.0f; + [Space(5)] + public string horizontalAxis = "Mouse X"; + public string verticalAxis = "Mouse Y"; + public string distanceAxis = "Mouse ScrollWheel"; + + VehicleController m_vehicle; + Camera m_camera; + + float m_orbitX = 0.0f; + float m_orbitY = 0.0f; + float m_orbitDistance; + + + public override void SetViewConfig (VehicleViewConfig viewConfig) + { + distance = viewConfig.viewDistance; + minDistance = viewConfig.viewMinDistance; + minVerticalAngle = viewConfig.viewMinHeight; + } + + + public override void Initialize (Transform self) + { + m_camera = self.GetComponentInChildren(); + + m_orbitDistance = distance; + + Vector3 angles = self.eulerAngles; + m_orbitX = angles.y; + m_orbitY = angles.x; + } + + + public override void Reset (Transform self, Transform target, Vector3 targetOffset) + { + if (target == null) return; + + m_vehicle = target.GetComponent(); + } + + + public override void Update (Transform self, Transform target, Vector3 targetOffset, float deltaTime) + { + if (target == null) return; + + m_orbitX += GetInputForAxis(horizontalAxis) * horizontalSpeed; + m_orbitY -= GetInputForAxis(verticalAxis) * verticalSpeed; + distance -= GetInputForAxis(distanceAxis) * distanceSpeed; + + m_orbitY = Mathf.Clamp(m_orbitY, minVerticalAngle, maxVerticalAngle); + distance = Mathf.Clamp(distance, minDistance, maxDistance); + + m_orbitDistance = Mathf.Lerp(m_orbitDistance, distance, distanceDamping * deltaTime); + + self.rotation = Quaternion.Slerp(self.rotation, Quaternion.Euler(m_orbitY, m_orbitX, 0), orbitDamping * deltaTime); + + if (m_vehicle != null && controller.cameraCollisions) + { + Vector3 origin = target.position + targetOffset; + Vector3 direction = self.rotation * -Vector3.forward; + + // If a camera is present then perform a sphere cast. Otherwise do a raycast. + + if (m_camera != null) + { + float radius = m_camera.nearClipPlane * Mathf.Tan(m_camera.fieldOfView * Mathf.Deg2Rad * 0.5f) + 0.05f; + float rayDistance = m_orbitDistance - m_camera.nearClipPlane; + + self.position = origin + direction * m_vehicle.SphereRaycastOthers(origin, direction, radius, rayDistance, controller.collisionMask); + } + else + { + self.position = m_vehicle.RaycastOthers(origin, origin + direction * m_orbitDistance, controller.collisionMask); + } + } + else + { + self.position = target.position + targetOffset + self.rotation * new Vector3(0.0f, 0.0f, -m_orbitDistance); + } + } + } + + +// Look-at camera mode + + +[Serializable] +public class CameraLookAt : CameraMode + { + public float damping = 6.0f; + [Space(5)] + public float minFov = 10.0f; + public float maxFov = 60.0f; + public float fovSpeed = 20.0f; + public float fovDamping = 4.0f; + public string fovAxis = "Mouse ScrollWheel"; + [Space(5)] + public bool autoFov = false; + public float targetRadius = 5.0f; + public float targetRadiusSpeed = 5.0f; + [Space(5)] + public bool adjustNearPlane = false; + public float nearPlaneAtMinFov = 1.5f; + [Space(5)] + public bool enableMovement = false; + public float movementSpeed = 2.0f; + public float movementDamping = 5.0f; + public string forwardAxis = ""; + public string sidewaysAxis = ""; + public string verticalAxis = ""; + + + Camera m_camera; + Vector3 m_position; + float m_fov = 0.0f; + float m_savedFov = 0.0f; + float m_savedNearPlane = 0.0f; + + + public override void SetViewConfig (VehicleViewConfig viewConfig) + { + targetRadius = viewConfig.targetDiameter; + } + + + public override void Initialize (Transform self) + { + m_camera = self.GetComponentInChildren(); + } + + + public override void OnEnable (Transform self, Transform target, Vector3 targetOffset) + { + m_position = self.position; + + if (m_camera != null) + { + m_fov = m_camera.fieldOfView; + m_savedFov = m_camera.fieldOfView; + m_savedNearPlane = m_camera.nearClipPlane; + } + } + + + public override void Update (Transform self, Transform target, Vector3 targetOffset, float deltaTime) + { + // Position + + if (enableMovement) + { + float stepSize = movementSpeed * deltaTime; + + m_position += GetInputForAxis(forwardAxis) * stepSize * new Vector3(self.forward.x, 0.0f, self.forward.z).normalized; + m_position += GetInputForAxis(sidewaysAxis) * stepSize * self.right; + m_position += GetInputForAxis(verticalAxis) * stepSize * self.up; + } + + self.position = Vector3.Lerp(self.position, m_position, movementDamping * deltaTime); + + // Rotation + + if (target != null) + { + Quaternion lookAtRotation = Quaternion.LookRotation(target.position + targetOffset - self.position); + if (damping > 0) + self.rotation = Quaternion.Slerp(self.rotation, lookAtRotation, damping * deltaTime); + else + self.rotation = lookAtRotation; + } + + // Zoom + + if (m_camera != null) + { + if (autoFov && target != null) + { + targetRadius -= GetInputForAxis(fovAxis) * targetRadiusSpeed; + if (targetRadius < 0.0f) targetRadius = 0.0f; + float distance = Vector3.Distance(target.position, self.position); + m_fov = Mathf.Atan2(targetRadius, distance) * Mathf.Rad2Deg; + } + else + { + m_fov -= GetInputForAxis(fovAxis) * fovSpeed; + } + + m_fov = Mathf.Clamp(m_fov, minFov, maxFov); + m_camera.fieldOfView = Mathf.Lerp(m_camera.fieldOfView, m_fov, fovDamping * deltaTime); + + if (adjustNearPlane) + { + m_camera.nearClipPlane = Mathf.Lerp(m_savedNearPlane, nearPlaneAtMinFov, + Mathf.InverseLerp(maxFov, minFov, m_camera.fieldOfView)); + } + } + } + + + public override void OnDisable (Transform self, Transform target, Vector3 targetOffset) + { + if (m_camera != null) + { + m_camera.fieldOfView = m_savedFov; + m_camera.nearClipPlane = m_savedNearPlane; + } + } + } + + +// Free camera mode + + +[Serializable] +public class CameraFree : CameraMode + { + public float minVerticalAngle = -60.0f; + public float maxVerticalAngle = 60.0f; + public float horizontalSpeed = 4f; + public float verticalSpeed = 2f; + public float damping = 4.0f; + [Space(5)] + public bool adjustFov = true; + public float minFov = 10.0f; + public float maxFov = 60.0f; + public float fovSpeed = 20.0f; + public float fovDamping = 4.0f; + [Space(5)] + public bool adjustNearPlane = false; + public float nearPlaneAtMinFov = 1.5f; + [Space(5)] + public string horizontalAxis = "Mouse X"; + public string verticalAxis = "Mouse Y"; + public string fovAxis = "Mouse ScrollWheel"; + [Space(5)] + public bool enableMovement = false; + public float movementSpeed = 2.0f; + public float movementDamping = 5.0f; + public string forwardAxis = ""; + public string sidewaysAxis = ""; + public string upwardsAxis = ""; + + + Camera m_camera; + Vector3 m_position; + float m_fov = 0.0f; + float m_savedFov = 0.0f; + float m_savedNearPlane = 0.0f; + + float m_horizontal; + float m_vertical; + + + public override void Initialize (Transform self) + { + m_camera = self.GetComponent(); + + // If camera is not found at this object, try the children. + // Will be used for the FOV. + + if (m_camera == null) + m_camera = self.GetComponentInChildren(); + } + + + public override void OnEnable (Transform self, Transform target, Vector3 targetOffset) + { + m_position = self.position; + + Vector3 angles = self.eulerAngles; + m_horizontal = angles.y; + m_vertical = -angles.x; + + if (m_camera != null) + { + m_fov = m_camera.fieldOfView; + m_savedFov = m_camera.fieldOfView; + m_savedNearPlane = m_camera.nearClipPlane; + } + } + + + public override void Update (Transform self, Transform target, Vector3 targetOffset, float deltaTime) + { + // Rotation + + m_horizontal += GetInputForAxis(horizontalAxis) * horizontalSpeed; + m_vertical += GetInputForAxis(verticalAxis) * verticalSpeed; + m_vertical = Mathf.Clamp(m_vertical, minVerticalAngle, maxVerticalAngle); + + // Position + + if (enableMovement) + { + float stepSize = movementSpeed * deltaTime; + + m_position += GetInputForAxis(forwardAxis) * stepSize * new Vector3(self.forward.x, 0.0f, self.forward.z).normalized; + m_position += GetInputForAxis(sidewaysAxis) * stepSize * self.right; + m_position += GetInputForAxis(upwardsAxis) * stepSize * self.up; + } + + self.position = Vector3.Lerp(self.position, m_position, movementDamping * deltaTime); + self.rotation = Quaternion.Slerp(self.rotation, Quaternion.Euler(-m_vertical, m_horizontal, 0), damping * deltaTime); + + // Zoom + + if (m_camera != null) + { + m_fov -= GetInputForAxis(fovAxis) * fovSpeed; + + m_fov = Mathf.Clamp(m_fov, minFov, maxFov); + if (adjustFov) + m_camera.fieldOfView = Mathf.Lerp(m_camera.fieldOfView, m_fov, fovDamping * deltaTime); + + if (adjustNearPlane) + { + m_camera.nearClipPlane = Mathf.Lerp(m_savedNearPlane, nearPlaneAtMinFov, + Mathf.InverseLerp(maxFov, minFov, m_camera.fieldOfView)); + } + } + } + + + public override void OnDisable (Transform self, Transform target, Vector3 targetOffset) + { + if (m_camera != null) + { + m_camera.fieldOfView = m_savedFov; + m_camera.nearClipPlane = m_savedNearPlane; + } + } + } + + +// Camera controller + + +public class VehicleCameraController : MonoBehaviour + { + public enum Mode { AttachTo, SmoothFollow, MouseOrbit, LookAt, Free }; + public Mode mode = Mode.SmoothFollow; + + public Transform target; + public bool followCenterOfMass = true; + public bool useUnscaledTime = true; + + [Space(5)] + public bool cameraCollisions = true; + public LayerMask collisionMask = Physics.DefaultRaycastLayers; + + [Space(5)] + public KeyCode changeCameraKey = KeyCode.C; + + [Space(5)] + public CameraAttachTo attachTo = new CameraAttachTo(); + [FormerlySerializedAs("smoothFollowSettings")] + public CameraSmoothFollow smoothFollow = new CameraSmoothFollow(); + [FormerlySerializedAs("orbitSettings")] + public CameraMouseOrbit mouseOrbit = new CameraMouseOrbit(); + public CameraLookAt lookAt = new CameraLookAt(); + public CameraFree free = new CameraFree(); + + + Transform m_transform; + Mode m_prevMode; + CameraMode[] m_cameraModes = new CameraMode[0]; + + Transform m_prevTarget; + Rigidbody m_targetRigidbody; + Vector3 m_localTargetOffset; + Vector3 m_targetOffset; + + + void OnEnable () + { + m_transform = GetComponent(); + + // Initialize the array with the camera modes. + // Must be the same length as the Mode enum. + + m_cameraModes = new CameraMode[] + { + attachTo, smoothFollow, mouseOrbit, lookAt, free + }; + + // Initialize all modes + + foreach (CameraMode cam in m_cameraModes) + { + cam.controller = this; + cam.Initialize(m_transform); + } + + // Adquire the target and its rigidbody if specified/available + + AdquireTarget(); + ComputeTargetOffset(); + m_prevTarget = target; + + // Enable current mode + + m_cameraModes[(int)mode].OnEnable(m_transform, target, m_targetOffset); + m_cameraModes[(int)mode].Reset(m_transform, target, m_targetOffset); + m_prevMode = mode; + } + + + void OnDisable () + { + m_cameraModes[(int)mode].OnDisable(m_transform, target, m_targetOffset); + } + + + void LateUpdate () + { + // Target changed? + + if (target != m_prevTarget) + { + AdquireTarget(); + m_prevTarget = target; + } + + ComputeTargetOffset(); + + // Detect camera hotkey + + if (Input.GetKeyDown(changeCameraKey)) + { + NextCameraMode(); + } + else + { + for (int i=0; i= m_cameraModes.Length) + mode = (Mode)0; + } + + + public void ResetCamera () + { + if (enabled) + m_cameraModes[(int)mode].Reset(m_transform, target, m_targetOffset); + } + + + public void SetViewConfig (VehicleViewConfig viewConfig) + { + foreach (CameraMode cam in m_cameraModes) + cam.SetViewConfig(viewConfig); + } + + + void AdquireTarget () + { + // Get the view configuration if exists and configure the camera modes + + if (target != null) + { + VehicleViewConfig viewConfig = target.GetComponent(); + + if (viewConfig != null) + { + if (viewConfig.lookAtPoint != null) + target = viewConfig.lookAtPoint; + SetViewConfig(viewConfig); + } + } + + // Find the rigidbody if exists and get the center of mass + + if (followCenterOfMass && target != null) + { + m_targetRigidbody = target.GetComponent(); + if (m_targetRigidbody) + m_localTargetOffset = m_targetRigidbody.centerOfMass; + } + else + { + m_targetRigidbody = null; + } + + // Everything ready. Reset the camera for the target. + + ResetCamera(); + } + + + void ComputeTargetOffset () + { + if (followCenterOfMass && m_targetRigidbody != null) + { + // centerOfMass is not affected by scale. No need to use TransformVector. + m_targetOffset = target.TransformDirection(m_localTargetOffset); + } + else + { + m_targetOffset = Vector3.zero; + } + } + } +} diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleCameraController.cs.meta b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleCameraController.cs.meta new file mode 100644 index 00000000..084dbdf8 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleCameraController.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: b4b5b5a7e41b4484384160dc8a958468 +timeCreated: 1427658631 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleController.cs b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleController.cs new file mode 100644 index 00000000..50357c3e --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleController.cs @@ -0,0 +1,1956 @@ +//------------------------------------------------------------------------------------------------ +// Edy's Vehicle Physics +// (c) Angel Garcia "Edy" - Oviedo, Spain +// http://www.edy.es +//------------------------------------------------------------------------------------------------ + +#if !UNITY_5_0 && !UNITY_5_1 +#define UNITY_52_OR_GREATER +#endif + +using UnityEngine; +using UnityEngine.Serialization; +using System; +using System.Collections.Generic; + +namespace EVP +{ + +[Serializable] +public class Wheel + { + public WheelCollider wheelCollider; + public Transform wheelTransform; + public Transform caliperTransform; + public bool steer = false; + public bool drive = false; + public bool brake = true; + public bool handbrake = false; + } + + +public class WheelData + { + public Wheel wheel; // Wheel data from the inspector + public WheelCollider collider; // WheelCollider component for this wheel + public Transform transform; // Transform of the WheelCollider component + public Vector3 origin; // Origin point cosidering WheelCollider.center + public float forceDistance; + public float steerAngle = 0.0f; + + public bool grounded = false; + public WheelHit hit; + public GroundMaterial groundMaterial = null; + + public float suspensionCompression = 0.0f; + public float downforce = 0.0f; + + public Vector3 velocity = Vector3.zero; + public Vector2 localVelocity = Vector2.zero; + public Vector2 localRigForce = Vector2.zero; + + public bool isBraking = false; + public float finalInput = 0.0f; + public Vector2 tireSlip = Vector2.zero; + public Vector2 tireForce = Vector2.zero; + public Vector2 dragForce = Vector2.zero; + public Vector2 rawTireForce = Vector2.zero; + + public float angularVelocity = 0.0f; + public float angularPosition = 0.0f; + + public PhysicMaterial lastPhysicMaterial = new PhysicMaterial(); // A new physic material ensures the first iteration to match the changes. + public RaycastHit rayHit; // Result of raycast for visual wheels. Used for precise positioning (i.e. tire marks). + + // Utility data + + public float positionRatio = 0.0f; + public bool isWheelChildOfCaliper = false; + + // Extended tire data. + // Calculated when extendedTireData is set to True by components. + + public float combinedTireSlip = 0.0f; // Combined tire slip magnitude, in m/s + public float downforceRatio = 0.0f; // A relative measure of the amout of weight supported by each wheel. Will be 1.0 in a balanced car at rest. + } + + +[RequireComponent(typeof(Rigidbody))] +public class VehicleController : MonoBehaviour + { + public Wheel[] wheels = new Wheel[0]; + + public enum CenterOfMassMode { Transform, Parametric }; + + [Header("Center of Mass")] + + public CenterOfMassMode centerOfMassMode = CenterOfMassMode.Parametric; + [Range(0.1f, 0.9f)] + public float centerOfMassPosition = 0.5f; + [Range(-1.0f, 1.0f)] + public float centerOfMassHeightOffset = 0.0f; + [FormerlySerializedAs("centerOfMass")] + public Transform centerOfMassTransform; + + [Header("Vehicle Setup")] + + [FormerlySerializedAs("maxSpeed")] + public float maxSpeedForward = 27.78f; + public float maxSpeedReverse = 12.0f; + [Range(0,3)] + public float tireFriction = 1.0f; + [Range(0,1)] + public float rollingResistance = 0.05f; + [Range(0,1)] + public float antiRoll = 0.2f; + [Range(0,89)] + public float maxSteerAngle = 35.0f; + [Range(0,4)] + public float aeroDrag = 0.0f; + [Range(0,2)] + public float aeroDownforce = 1.0f; + + [Header("Vehicle Balance")] + + [Range(0, 1)] + public float driveBalance = 0.5f; + [Range(0, 1)] + public float brakeBalance = 0.5f; + [Range(0.3f, 0.7f)] + public float tireFrictionBalance = 0.5f; + [Range(0,1)] + public float aeroBalance = 0.5f; + [Range(0,1)] + public float handlingBias = 0.5f; + + [Header("Motor")] + + // [Space(5)] + public float maxDriveForce = 2000.0f; + + [Range(0.0001f, 0.9999f)] + public float forceCurveShape = 0.5f; + public float maxDriveSlip = 4.0f; + public float driveForceToMaxSlip = 1000.0f; + + [Header("Brakes")] + + public float maxBrakeForce = 3000.0f; + public float brakeForceToMaxSlip = 1000.0f; + + public enum BrakeMode { Slip, Ratio }; + public BrakeMode brakeMode = BrakeMode.Slip; + public float maxBrakeSlip = 2.0f; + [Range(0,1)] + public float maxBrakeRatio = 0.5f; + + public BrakeMode handbrakeMode = BrakeMode.Slip; + public float maxHandbrakeSlip = 10.0f; + [Range(0,1)] + public float maxHandbrakeRatio = 1.0f; + + [Header("Driving Aids")] + + [FormerlySerializedAs("tcEnabled")] + public bool tractionControl = false; + [Range(0,1)] + [FormerlySerializedAs("tcRatio")] + public float tractionControlRatio = 1.0f; + + [FormerlySerializedAs("absEnabled")] + public bool brakeAssist = false; + [Range(0,1)] + [FormerlySerializedAs("absRatio")] + public float brakeAssistRatio = 1.0f; + + [FormerlySerializedAs("espEnabled")] + public bool steeringLimit = false; + [Range(0,1)] + [FormerlySerializedAs("espRatio")] + public float steeringLimitRatio = 0.5f; + + public bool steeringAssist = true; + [Range(0,1)] + public float steeringAssistRatio = 0.5f; + + // Vehicle controls + + [Range(-1,1)] + public float steerInput = 0.0f; + [Range(-1,1)] + public float throttleInput = 0.0f; + [Range(0,1)] + public float brakeInput = 0.0f; + [Range(0,1)] + public float handbrakeInput = 0.0f; + + public enum UpdateRate { OnUpdate, OnFixedUpdate, Disabled }; + public enum PositionMode { Accurate, Fast }; + + [Header("Visual Wheels")] + [FormerlySerializedAs("wheelUpdateRate")] + public UpdateRate wheelUpdateRate = UpdateRate.OnUpdate; + public PositionMode wheelPositionMode = PositionMode.Accurate; + + [Header("Wheel Contact")] + [Range(0,0.5f)] + public float sleepVelocity = 0.2f; + + // Ground physic properties applied when no proper ground material is available. + public float defaultGroundGrip = 1.0f; + public float defaultGroundDrag = 0.0f; + + [Header("Optimization & Debug")] + + // Runtime updates can be disabled when the mass, the center of mass and the suspension + // are not expected to change in runtime. They may still change, but the vehicle should + // be disabled / enabled for the new values to have effect. + + public bool disallowRuntimeChanges = false; + + // In PhysX wheels are considered to point in the same direction as the vehicle's body. + // The steer angle correction allows the wheels to point in any direction as defined + // by their transform hierarchy. + + public bool disableSteerAngleCorrection = false; + + [FormerlySerializedAs("showContactGizmos")] + public bool showCollisionGizmos = false; + + // Public non-exposed properties. To be configured from scripting if necessary. + + [NonSerialized] public bool processContacts = false; // This is set to True by the components that use contacts (Audio, Damage) + [NonSerialized] public float impactThreeshold = 0.6f; // 0.0 - 1.0. The DotNormal of the impact is calculated. Less than this value means drag, more means impact. + [NonSerialized] public float impactInterval = 0.2f; // Time interval between processing impacts for visual or sound effects. + [NonSerialized] public float impactIntervalRandom = 0.4f; // Random percentaje for the impact interval, avoiding regularities. + [NonSerialized] public float impactMinSpeed = 2.0f; // Minimum relative velocity at which conctacts may be consideered impacts. + + [NonSerialized] public bool computeExtendedTireData = false;// Components using extended tire data (tire marks, smoke, particles, audio) set this to True + + + // Add-on components subscribe to this delegate to get notified on impacts. + // Use VehicleController.current to access the values of the controller that sent the event. + + public delegate void OnImpact(); + public OnImpact onImpact; + + public static VehicleController current = null; + + + // Impact properties. Use from an OnImpact event only. + // Private values get masaged properly just before invoking the event. + + public Vector3 localImpactPosition { get { return m_sumImpactPosition; } } + public Vector3 localImpactVelocity { get { return m_sumImpactVelocity; } } + public bool isHardImpact { get { return m_sumImpactHardness >= 0; } } + + // Body drag properties. Can be queued continuously. + + public Vector3 localDragPosition { get { return m_localDragPosition; } } + public Vector3 localDragVelocity { get { return m_localDragVelocity; } } + public bool isHardDrag { get { return m_localDragHardness >= 0; } } + + + // Utility, also available for add-on components + + public static float RpmToW = (2.0f * Mathf.PI) / 60.0f; + public static float WToRpm = 60.0f / (2.0f * Mathf.PI); + + public WheelData[] wheelData { get { return m_wheelData; } } + + public float speed { get { return m_speed; } } + public float speedAngle { get { return m_speedAngle; } } + public float steerAngle { get { return m_steerAngle; } } + + public bool invertVisualWheelSpinDirection { get; set; } + + + // Cached and internal data, some accesible from scripting + + Transform m_transform; + Rigidbody m_rigidbody; + GroundMaterialManager m_groundMaterialManager; + + public Transform cachedTransform { get { return m_transform; } } + public Rigidbody cachedRigidbody { get { return m_rigidbody; } } + + Rigidbody m_referenceBody = null; + Rigidbody m_referenceCandidate = null; + int m_referenceCandidateCount = 0; + + // Debug + + [NonSerialized] public string debugText = ""; + + + // Internal data + + WheelData[] m_wheelData = new WheelData[0]; + float m_speed = 0.0f; + float m_speedAngle = 0.0f; + float m_steerAngle = 0.0f; + bool m_usesHandbrake = false; + + CommonTools.BiasLerpContext m_forceBiasCtx = new CommonTools.BiasLerpContext(); + + VehicleFrame m_vehicleFrame; + + + void OnValidate () + { + // Some parameters must be non-negative. + // This method is called from the Editor only. + + maxDriveSlip = Mathf.Max(maxDriveSlip, 0.0f); + maxBrakeSlip = Mathf.Max(maxBrakeSlip, 0.0f); + maxHandbrakeSlip = Mathf.Max(maxHandbrakeSlip, 0.0f); + + maxDriveForce = Mathf.Max(maxDriveForce, 0.0f); + maxBrakeForce = Mathf.Max(maxBrakeForce, 0.0f); + driveForceToMaxSlip = Mathf.Max(driveForceToMaxSlip, 1.0f); + brakeForceToMaxSlip = Mathf.Max(brakeForceToMaxSlip, 1.0f); + maxSpeedForward = Mathf.Max(maxSpeedForward, 0.0f); + maxSpeedReverse = Mathf.Max(maxSpeedReverse, 0.0f); + + aeroDrag = Mathf.Max(aeroDrag, 0.0f); + } + + + void OnEnable () + { + // Cache/find components and configure rigidbody + + m_transform = GetComponent(); + m_rigidbody = GetComponent(); + m_groundMaterialManager = FindObjectOfType(); + FindColliders(); + + m_rigidbody.maxAngularVelocity = 14.0f; + m_rigidbody.maxDepenetrationVelocity = 8.0f; + + if (wheels.Length == 0) + { + Debug.LogWarning("The wheels property is empty. You must configure wheels and WheelColliders first. Component is disabled."); + enabled = false; + return; + } + + // Compute the reference frame for balancing parameters in runtime + + m_vehicleFrame = ComputeVehicleFrame(); + ConfigureCenterOfMass(); + + // Initialize wheel data + + m_usesHandbrake = false; + + m_wheelData = new WheelData[wheels.Length]; + for (int i = 0; i < m_wheelData.Length; i++) + { + Wheel w = wheels[i]; + WheelData wd = new WheelData(); + + if (w.wheelCollider == null) + { + Debug.LogError("A WheelCollider is missing in the list of wheels for this vehicle: " + gameObject.name); + enabled = false; + return; + } + + if (w.caliperTransform != null && w.wheelTransform != null && w.caliperTransform.IsChildOf(w.wheelTransform)) + { + Debug.LogWarning(this.ToString() + ": caliper (" + w.caliperTransform.name + ") should not be child of wheel (" + w.wheelTransform.name + ").\n" + + "Visual issues will surely appear. Either make wheel child of caliper, or put both at the same level (siblings)."); + } + + wd.isWheelChildOfCaliper = w.caliperTransform != null && w.wheelTransform != null && w.wheelTransform.IsChildOf(w.caliperTransform); + + wd.collider = w.wheelCollider; + wd.transform = w.wheelCollider.transform; + if (w.handbrake) m_usesHandbrake = true; + + // Calculate the force distance for center of mass and anti-roll + + UpdateWheelCollider(wd.collider); + wd.forceDistance = GetWheelForceDistance(wd.collider); + + // Determine whether this wheel is "front" or "rear" + + float zPos = m_transform.InverseTransformPoint(wd.transform.TransformPoint(wd.collider.center)).z; + wd.positionRatio = zPos >= m_vehicleFrame.middlePoint? 1.0f : 0.0f; + + // Store the data + + wd.wheel = w; + m_wheelData[i] = wd; + } + + // Configure WheelColliders + + foreach (Wheel wheel in wheels) + { + SetupWheelCollider(wheel.wheelCollider); + UpdateWheelCollider(wheel.wheelCollider); + + // Ensure all wheels for any rigidbody are properly set up + wheel.wheelCollider.ConfigureVehicleSubsteps(1000.0f, 1, 1); + } + + // Initialize other data + + m_lastImpactedMaterial = new PhysicMaterial(); // A new reference to ensure cache missmatch at the first query + } + + + void Update () + { + // Single Update step. + // It takes place after the single fixed update step is completed. + // + // When paused, a single time step here should use Time.fixedDeltaTime instead of Time.deltaTime. + + if (paused) + { + if ((m_singleFixedStep || !m_singleUpdateStep)) return; + m_singleUpdateStep = false; + } + + // Update the visual wheels + + if (wheelUpdateRate == UpdateRate.Disabled) + { + ComputeSteerAngle(); + + foreach (WheelData wd in m_wheelData) + { + UpdateSteering(wd); + } + } + else + if (wheelUpdateRate == UpdateRate.OnUpdate || wheelPositionMode == PositionMode.Accurate) + { + bool needDisableColliders = m_rigidbody.interpolation != RigidbodyInterpolation.None + && wheelPositionMode == PositionMode.Accurate; + + if (needDisableColliders) + DisableCollidersRaycast(); + + ComputeSteerAngle(); + + foreach (WheelData wd in m_wheelData) + { + UpdateSteering(wd); + UpdateTransform(wd, paused? Time.fixedDeltaTime : Time.deltaTime); + } + + if (needDisableColliders) + EnableCollidersRaycast(); + } + + // Drag state is smoothly faded to zero. It gets raised/modified from the drag contacts. + + if (processContacts) + { + UpdateDragState(Vector3.zero, Vector3.zero, m_localDragHardness); + // debugText = string.Format("Drag Pos: {0} Drag Velocity: {1,5:0.00} Drag Friction: {2,4:0.00}", localDragPosition, localDragVelocity.magnitude, localDragFriction); + } + } + + + void FixedUpdate () + { + // If paused, allow to perform a single time step + + if (paused) + { + if (!m_singleFixedStep) return; + m_singleFixedStep = false; + } + + // Keep center of mass up to date + + if (!disallowRuntimeChanges) + ConfigureCenterOfMass(); + + // Ensure input values within range + + throttleInput = Mathf.Clamp (throttleInput, -1.0f, +1.0f); + brakeInput = Mathf.Clamp01(brakeInput); + handbrakeInput = Mathf.Clamp01(handbrakeInput); + + // Calculate the velocity of the vehicle + + if (m_referenceCandidateCount > m_wheelData.Length/2) + m_referenceBody = m_referenceCandidate; + + Vector3 currentVelocity = m_rigidbody.velocity; + if (m_referenceBody != null) currentVelocity -= m_referenceBody.velocity; + + m_speed = Vector3.Dot(currentVelocity, m_transform.forward); + m_speedAngle = Vector3.Angle(currentVelocity, m_transform.forward) * Mathf.Sign(Vector3.Dot(currentVelocity, m_transform.right)); + + // Prepare common data + + float referenceDownforce = + computeExtendedTireData? (m_rigidbody.mass * Physics.gravity.magnitude) / m_wheelData.Length : 1.0f; + + // Apply wheel physics + + bool needUpdateVisuals = + wheelUpdateRate == UpdateRate.OnFixedUpdate && wheelPositionMode == PositionMode.Fast; + + int groundedWheels = 0; + m_referenceCandidateCount = 0; + + if (needUpdateVisuals) + ComputeSteerAngle(); + + foreach (WheelData wd in m_wheelData) + { + if (!disallowRuntimeChanges) + UpdateWheelCollider(wd.collider); + + if (needUpdateVisuals) + UpdateSteering(wd); + + UpdateSuspension(wd); + UpdateLocalFrame(wd); + UpdateGroundMaterial(wd); + + ComputeTireForces(wd); + ApplyTireForces(wd); + + UpdateWheelSleep(wd); + + // Update visual wheel object + + if (needUpdateVisuals) + UpdateTransform(wd, Time.deltaTime); + + if (wd.grounded) groundedWheels++; + + // Calculate extended tire data + + if (computeExtendedTireData) + ComputeExtendedTireData(wd, referenceDownforce); + } + + // Apply aerodynamic properties + + float sqrVelocity = m_rigidbody.velocity.sqrMagnitude; + Vector3 normalizedVelocity = m_rigidbody.velocity.normalized; + float forwardVelocityFactor = Vector3.Dot(m_transform.forward, normalizedVelocity); + + Vector3 dragForce = -aeroDrag * sqrVelocity * normalizedVelocity; + Vector3 loadForce = -aeroDownforce * sqrVelocity * forwardVelocityFactor * m_transform.up; + + Vector3 aeroAppPoint = m_transform.TransformPoint(new Vector3(0.0f, + m_rigidbody.centerOfMass.y, + Mathf.Lerp(m_vehicleFrame.rearPosition, m_vehicleFrame.frontPosition, aeroBalance))); + + m_rigidbody.AddForceAtPosition(dragForce, aeroAppPoint); + if (groundedWheels > 0) m_rigidbody.AddForceAtPosition(loadForce, aeroAppPoint); + + // CommonTools.DrawCrossMark (aeroAppPoint, m_transform.forward, m_transform.right, m_transform.up, Color.magenta); + // debugText = string.Format("AeroDrag: {0,6:0.} AeroForce: {1,6:0.}", dragForce.magnitude, loadForce.magnitude); + + // Handle impacts + + if (processContacts) + HandleImpacts(); + } + + + //---------------------------------------------------------------------------------------------- + + + // Public Pause feature + // + // Equivalent to disabling the component but the internal state is preserved. + // Note that only pauses the internal updates. The Physics rigidbody and friction-less + // WheelColliders keep operating normally. + // + // Pause is currently designed to be used by other components (replay, pause vehicle...) + + + bool m_paused = false; + bool m_singleFixedStep = false; + bool m_singleUpdateStep = false; + + + public bool paused + { + get + { + return m_paused; + } + + set + { + if (m_paused != value) + { + m_singleFixedStep = false; + m_singleUpdateStep = false; + m_paused = value; + } + } + } + + + public void SingleStep () + { + // Both steps (fixed / update) must have been completed before initiating + // a new single step. + + if (paused && m_singleFixedStep == false && m_singleUpdateStep == false) + { + m_singleFixedStep = true; + m_singleUpdateStep = true; + } + } + + + //---------------------------------------------------------------------------------------------- + + + void ComputeSteerAngle () + { + float inputSteerAngle = maxSteerAngle * steerInput; + + float speedFactor = Mathf.InverseLerp(0.1f, 3.0f, m_speed); + + if (steeringLimit) + { + float forwardSpeed = m_speed * steeringLimitRatio * speedFactor; + float maxEspAngle = Mathf.Asin(Mathf.Clamp01(3.0f / forwardSpeed)) * Mathf.Rad2Deg; + float steerAngleLimit = Mathf.Min(maxSteerAngle, Mathf.Max(maxEspAngle, Mathf.Abs(m_speedAngle))); + inputSteerAngle = Mathf.Clamp(inputSteerAngle, -steerAngleLimit, +steerAngleLimit); + } + + float assistedSteerAngle = 0.0f; + if (steeringAssist) + assistedSteerAngle = m_speedAngle * steeringAssistRatio * speedFactor * Mathf.InverseLerp(2.0f, 3.0f, Mathf.Abs(m_speedAngle)); + + m_steerAngle = Mathf.Clamp(inputSteerAngle + assistedSteerAngle, -maxSteerAngle, +maxSteerAngle); + } + + + void UpdateSteering (WheelData wd) + { + if (wd.wheel.steer) + { + wd.steerAngle = m_steerAngle; + if (wd.positionRatio < 0.5f) wd.steerAngle = -wd.steerAngle; + } + else + { + wd.steerAngle = 0.0f; + } + + wd.collider.steerAngle = disableSteerAngleCorrection? wd.steerAngle : FixSteerAngle(wd, wd.steerAngle); + } + + + float FixSteerAngle (WheelData wd, float inputSteerAngle) + { + // World-space forward vector for the wheel in the desired steer angle + + Quaternion steerRot = Quaternion.AngleAxis(inputSteerAngle, wd.transform.up); + Vector3 wheelForward = steerRot * wd.transform.forward; + + // Stupid PhysX Vehicle SDK assumes all wheels point in the same direction as the rigidbody. + // + // Step 1: Project the forward direction into the rigidbody's XZ plane. + // This is the vector we want our wheel to point to as seen from the rigidbody. + + Vector3 rbWheelForward = wheelForward - Vector3.Project(wheelForward, m_transform.up); + + // Step 2: Calculate the final steer angle to feed PhysX with. + + return Vector3.Angle(m_transform.forward, rbWheelForward) * Mathf.Sign(Vector3.Dot(m_transform.right, rbWheelForward)); + } + + + void UpdateSuspension (WheelData wd) + { + // Retrieve the wheel's contact point + + wd.grounded = wd.collider.GetGroundHit(out wd.hit); + wd.origin = wd.transform.TransformPoint(wd.collider.center); + wd.hit.point += m_rigidbody.velocity * Time.deltaTime; + + // Suspension compression and downforce + + if (wd.grounded) + { + wd.suspensionCompression = 1.0f - (-wd.transform.InverseTransformPoint(wd.hit.point).y - wd.collider.radius) / wd.collider.suspensionDistance; + if (wd.hit.force < 0.0f) wd.hit.force = 0.0f; + wd.downforce = wd.hit.force; + } + else + { + wd.suspensionCompression = 0.0f; + wd.downforce = 0.0f; + } + } + + + void UpdateLocalFrame (WheelData wd) + { + // Speed of the wheel rig + + if (!wd.grounded) + { + // Ensure continuity even when the wheel is lifted + + wd.hit.point = wd.origin - wd.transform.up * (wd.collider.suspensionDistance + wd.collider.radius); + wd.hit.normal = wd.transform.up; + wd.hit.collider = null; + } + + Vector3 wheelV = m_rigidbody.GetPointVelocity(wd.hit.point); + + if (wd.hit.collider != null) + { + Rigidbody rb = wd.hit.collider.attachedRigidbody; + if (rb != null) + { + wheelV -= rb.GetPointVelocity(wd.hit.point); + } + + // Contribute to change the reference body if the touching + // rigidbody is different to the actual reference. + + if (rb != m_referenceBody) + { + m_referenceCandidate = rb; + m_referenceCandidateCount++; + } + } + + wd.velocity = wheelV - Vector3.Project(wheelV, wd.hit.normal); + wd.localVelocity.y = Vector3.Dot(wd.hit.forwardDir, wd.velocity); + wd.localVelocity.x = Vector3.Dot(wd.hit.sidewaysDir, wd.velocity); + + // Forces related to the wheel rig + + if (!wd.grounded) + { + wd.localRigForce = Vector2.zero; + return; + } + + Vector2 localSurfaceForce; + + float surfaceForceRatio = Mathf.InverseLerp(1.0f, 0.25f, wd.velocity.sqrMagnitude); + if (surfaceForceRatio > 0.0f) + { + Vector3 surfaceForce; + + float upNormal = Vector3.Dot(Vector3.up, wd.hit.normal); + if (upNormal > 0.000001f) + { + Vector3 downForceUp = Vector3.up * wd.hit.force / upNormal; + surfaceForce = downForceUp - Vector3.Project(downForceUp, wd.hit.normal); + } + else + { + surfaceForce = Vector3.up * 100000.0f; + } + + localSurfaceForce.y = Vector3.Dot(wd.hit.forwardDir, surfaceForce); + localSurfaceForce.x = Vector3.Dot(wd.hit.sidewaysDir, surfaceForce); + localSurfaceForce *= surfaceForceRatio; + } + else + { + localSurfaceForce = Vector2.zero; + } + + float estimatedSprungMass = Mathf.Clamp(wd.hit.force / -Physics.gravity.y, 0.0f, wd.collider.sprungMass) * 0.5f; + Vector2 localVelocityForce = -estimatedSprungMass * wd.localVelocity / Time.deltaTime; + + wd.localRigForce = localVelocityForce + localSurfaceForce; + } + + + void UpdateGroundMaterial (WheelData wd) + { + if (wd.grounded) + UpdateGroundMaterialCached(wd.hit.collider.sharedMaterial, ref wd.lastPhysicMaterial, ref wd.groundMaterial); + } + + + void ComputeTireForces (WheelData wd) + { + // Throttle for this wheel + + float wheelThrottleInput = wd.wheel.drive? throttleInput : 0.0f; + float wheelMaxDriveSlip = maxDriveSlip; + + if (Mathf.Sign(wheelThrottleInput) != Mathf.Sign(wd.localVelocity.y)) + wheelMaxDriveSlip -= wd.localVelocity.y * Mathf.Sign(wheelThrottleInput); + + // Calculate the combined brake out of brake and handbrake for this wheel + + float wheelBrakeInput = 0.0f; + float wheelBrakeRatio = 0.0f; + float wheelBrakeSlip = 0.0f; + + if (wd.wheel.brake && wd.wheel.handbrake) + { + wheelBrakeInput = Mathf.Max(brakeInput, handbrakeInput); + + if (handbrakeInput >= brakeInput) + ComputeBrakeValues(wd, handbrakeMode, maxHandbrakeSlip, maxHandbrakeRatio, out wheelBrakeSlip, out wheelBrakeRatio); + else + ComputeBrakeValues(wd, brakeMode, maxBrakeSlip, maxBrakeRatio, out wheelBrakeSlip, out wheelBrakeRatio); + } + else + if (wd.wheel.brake) + { + wheelBrakeInput = brakeInput; + ComputeBrakeValues(wd, brakeMode, maxBrakeSlip, maxBrakeRatio, out wheelBrakeSlip, out wheelBrakeRatio); + } + else + if (wd.wheel.handbrake) + { + wheelBrakeInput = handbrakeInput; + ComputeBrakeValues(wd, handbrakeMode, maxHandbrakeSlip, maxHandbrakeRatio, out wheelBrakeSlip, out wheelBrakeRatio); + } + + // Combine throttle and brake inputs. There can be only one. + // (Not really - EVP uses this simplication. Vehicle Physics Pro (VPP) combines + // throttle and brake in the physically correct way, which is WAY more complex) + + float absThrottleInput = Mathf.Abs(wheelThrottleInput); + float combinedInput = -rollingResistance + absThrottleInput * (1.0f + rollingResistance) - wheelBrakeInput * (1.0f - rollingResistance); + + if (combinedInput >= 0) + { + wd.finalInput = combinedInput * Mathf.Sign(wheelThrottleInput); + wd.isBraking = false; + } + else + { + wd.finalInput = -combinedInput; + wd.isBraking = true; + } + + // Calculate demanded force coming from the wheel's axle + + float demandedForce; + + if (wd.isBraking) + { + demandedForce = wd.finalInput * GetRampBalancedValue(maxBrakeForce, brakeBalance, wd.positionRatio); + } + else + { + float balancedDriveForce = GetRampBalancedValue(maxDriveForce, driveBalance, wd.positionRatio); + demandedForce = ComputeDriveForce(wd.finalInput * balancedDriveForce, balancedDriveForce, wd.grounded); + } + + // ABS and TC limits + + if (wd.grounded) + { + if (tractionControl) + wheelMaxDriveSlip = Mathf.Lerp(wheelMaxDriveSlip, 0.1f, tractionControlRatio); + + if (brakeAssist && brakeInput > handbrakeInput) + { + wheelBrakeSlip = Mathf.Lerp(wheelBrakeSlip, 0.1f, brakeAssistRatio); + wheelBrakeRatio = Mathf.Lerp(wheelBrakeRatio, wheelBrakeRatio * 0.1f, brakeAssistRatio); + } + } + + // Calculate tire forces + + if (wd.grounded) + { + wd.tireSlip.x = wd.localVelocity.x; + wd.tireSlip.y = wd.localVelocity.y - wd.angularVelocity * wd.collider.radius; + + // Get the ground properties + + float groundGrip; + float groundDrag; + + if (wd.groundMaterial != null) + { + groundGrip = wd.groundMaterial.grip; + groundDrag = wd.groundMaterial.drag; + } + else + { + groundGrip = defaultGroundGrip; + groundDrag = defaultGroundDrag; + } + + // Calculate the total tire force available + + float balancedFriction = GetBalancedValue(tireFriction, tireFrictionBalance, wd.positionRatio); + float forceMagnitude = balancedFriction * wd.downforce * groundGrip; + + // Ensure there's longitudinal slip enough for the demanded longitudinal force + + float minSlipY; + + if (wd.isBraking) + { + float wheelMaxBrakeSlip = Mathf.Max(Mathf.Abs(wd.localVelocity.y * wheelBrakeRatio), wheelBrakeSlip); + minSlipY = Mathf.Clamp(Mathf.Abs(demandedForce * wd.tireSlip.x) / forceMagnitude, 0.0f, wheelMaxBrakeSlip); + } + else + { + minSlipY = Mathf.Min(Mathf.Abs(demandedForce * wd.tireSlip.x) / forceMagnitude, wheelMaxDriveSlip); + if (demandedForce != 0.0f && minSlipY < 0.1f) minSlipY = 0.1f; + } + + if (Mathf.Abs(wd.tireSlip.y) < minSlipY) wd.tireSlip.y = minSlipY * Mathf.Sign(wd.tireSlip.y); + + // Compute combined tire forces + + wd.rawTireForce = -forceMagnitude * wd.tireSlip.normalized; + wd.rawTireForce.x = Mathf.Abs(wd.rawTireForce.x); + wd.rawTireForce.y = Mathf.Abs(wd.rawTireForce.y); + + // Sideways force + + wd.tireForce.x = Mathf.Clamp(wd.localRigForce.x, -wd.rawTireForce.x, +wd.rawTireForce.x); + + // Forward force + + if (wd.isBraking) + { + float maxFy = Mathf.Min(wd.rawTireForce.y, demandedForce); + wd.tireForce.y = Mathf.Clamp(wd.localRigForce.y, -maxFy, +maxFy); + } + else + { + wd.tireForce.y = Mathf.Clamp(demandedForce, -wd.rawTireForce.y, +wd.rawTireForce.y); + } + + // Drag force as for the surface resistance + + wd.dragForce = -(forceMagnitude * wd.localVelocity.magnitude * groundDrag * 0.001f) * wd.localVelocity; + } + else + { + wd.tireSlip = Vector2.zero; + wd.tireForce = Vector2.zero; + wd.dragForce = Vector2.zero; + } + + // Compute angular velocity for the next step + + float slipToForce = wd.isBraking? brakeForceToMaxSlip : driveForceToMaxSlip; + float slipRatio = Mathf.Clamp01((Mathf.Abs(demandedForce) - Mathf.Abs(wd.tireForce.y)) / slipToForce); + + float slip; + + if (wd.isBraking) + slip = Mathf.Clamp(-slipRatio * wd.localVelocity.y * wheelBrakeRatio, -wheelBrakeSlip, wheelBrakeSlip); + else + slip = slipRatio * wheelMaxDriveSlip * Mathf.Sign(demandedForce); + + wd.angularVelocity = (wd.localVelocity.y + slip) / wd.collider.radius; + } + + + void ApplyTireForces (WheelData wd) + { + if (wd.grounded) + { + if (!disallowRuntimeChanges) + wd.forceDistance = GetWheelForceDistance(wd.collider); + + Vector3 forwardForce = wd.hit.forwardDir * (wd.tireForce.y + wd.dragForce.y); + Vector3 sidewaysForce = wd.hit.sidewaysDir * (wd.tireForce.x + wd.dragForce.x); + Vector3 sidewaysForcePoint = GetSidewaysForceAppPoint(wd, wd.hit.point); + + m_rigidbody.AddForceAtPosition(forwardForce, wd.hit.point); + m_rigidbody.AddForceAtPosition(sidewaysForce, sidewaysForcePoint); + + Rigidbody otherRb = wd.hit.collider.attachedRigidbody; + if (otherRb != null && !otherRb.isKinematic) + { + otherRb.AddForceAtPosition(-forwardForce, wd.hit.point); + otherRb.AddForceAtPosition(-sidewaysForce, sidewaysForcePoint); + } + } + } + + // Methods for calculating tire data + + + // Application point for the sideways force + + public Vector3 GetSidewaysForceAppPoint (WheelData wd, Vector3 contactPoint) + { + Vector3 sidewaysForcePoint = contactPoint + wd.transform.up * antiRoll * wd.forceDistance; + + if (wd.wheel.steer && wd.steerAngle != 0.0f && Mathf.Sign(wd.steerAngle) != Mathf.Sign(wd.tireSlip.x)) + sidewaysForcePoint += wd.transform.forward * (m_vehicleFrame.frontPosition - m_vehicleFrame.rearPosition) * (handlingBias - 0.5f); + + return sidewaysForcePoint; + } + + + // Slip angle based on velocity + + static float ComputeSlipAngle (Vector2 localVelocity) + { + return localVelocity.magnitude > 0.01f + ? Mathf.Atan2(localVelocity.x, Mathf.Abs(localVelocity.y)) + : 0.0f; + } + + + // Combined slip value. It's the magnitude of tireSlip, but the x component being weighted with + // the velocity-based slip angle. The implementation is equivalent to: + // + // float combinedSlip = new Vector2(tireSlip.x * Mathf.Sin(GetSlipAngle()), tireSlip.y).magnitude + + static float ComputeCombinedSlip (Vector2 localVelocity, Vector2 tireSlip) + { + float h = localVelocity.magnitude; + + if (h > 0.01f) + { + float sx = tireSlip.x * localVelocity.x / h; + float sy = tireSlip.y; + return Mathf.Sqrt(sx*sx + sy*sy); + } + else + { + return tireSlip.magnitude; + } + } + + + void ComputeExtendedTireData (WheelData wd, float referenceDownforce) + { + wd.combinedTireSlip = ComputeCombinedSlip(wd.localVelocity, wd.tireSlip); + wd.downforceRatio = wd.hit.force / referenceDownforce; + } + + + // Calculate current maximum force according to speed + + + float ComputeDriveForce (float demandedForce, float maxForce, bool grounded) + { + float absSpeed = Mathf.Abs(m_speed); + float speedLimit = m_speed >= 0.0f? maxSpeedForward : maxSpeedReverse; + + if (absSpeed < speedLimit) + { + if (m_speed < 0.0f && demandedForce > 0.0f || m_speed > 0.0f && demandedForce < 0.0f) + { + // Do not clamp the drive force that opposes the speed direction + } + else + { + maxForce *= CommonTools.BiasedLerp(1.0f - absSpeed/speedLimit, forceCurveShape, m_forceBiasCtx); + } + + return Mathf.Clamp(demandedForce, -maxForce, +maxForce); + } + else + { + float opposingForce = maxForce * Mathf.Max(1.0f - absSpeed/speedLimit, -1.0f) * Mathf.Sign(m_speed); + + if (m_speed < 0.0f && demandedForce > 0.0f || m_speed > 0.0f && demandedForce < 0.0f) + { + // Drive force that opposes the speed direction is added to the actual resistive speed + + opposingForce = Mathf.Clamp(opposingForce + demandedForce, -maxForce, +maxForce); + } + + return opposingForce; + } + } + + + // Calculate brake ratio and slip based on the current brake method + + + void ComputeBrakeValues (WheelData wd, BrakeMode mode, float maxSlip, float maxRatio, out float brakeSlip, out float brakeRatio) + { + if (mode == BrakeMode.Slip) + { + brakeSlip = maxSlip; + brakeRatio = 1.0f; + } + else + { + brakeSlip = Mathf.Abs(wd.localVelocity.y); + brakeRatio = maxRatio; + } + } + + + // Set the visual transform for the wheel + + + void UpdateTransform (WheelData wd, float deltaTime) + { + if (wd.wheel.wheelTransform != null || wd.wheel.caliperTransform != null) + { + // Disabled wheels get hidden + + if (!wd.collider.enabled || !wd.collider.gameObject.activeInHierarchy) + { + if (wd.wheel.wheelTransform) wd.wheel.wheelTransform.gameObject.SetActive(false); + if (wd.wheel.caliperTransform) wd.wheel.caliperTransform.gameObject.SetActive(false); + return; + } + + // Wheel spin + + float deltaPos = wd.angularVelocity * deltaTime; + if (invertVisualWheelSpinDirection) deltaPos = -deltaPos; + + wd.angularPosition = (wd.angularPosition + deltaPos) % (Mathf.PI*2.0f); + + // Wheel position + + float elongation; + + if (wheelPositionMode == PositionMode.Fast) + { + elongation = wd.collider.suspensionDistance * (1.0f - wd.suspensionCompression) + wd.collider.radius * 0.05f; + wd.rayHit.point = wd.hit.point; + wd.rayHit.normal = wd.hit.normal; + } + else + { + #if UNITY_52_OR_GREATER + bool collided = Physics.Raycast(wd.origin, -wd.transform.up, out wd.rayHit, (wd.collider.suspensionDistance + wd.collider.radius), Physics.DefaultRaycastLayers, QueryTriggerInteraction.Ignore); + #else + bool collided = Physics.Raycast(wd.origin, -wd.transform.up, out wd.rayHit, (wd.collider.suspensionDistance + wd.collider.radius), Physics.DefaultRaycastLayers); + #endif + + if (collided) + { + // If these layers are intended to ignore collisions then just use the actual WheelHit information + + if (Physics.GetIgnoreLayerCollision(wd.collider.gameObject.layer, wd.rayHit.collider.gameObject.layer)) + { + elongation = wd.collider.suspensionDistance * (1.0f - wd.suspensionCompression) + wd.collider.radius * 0.05f; + wd.rayHit.point = wd.hit.point; + wd.rayHit.normal = wd.hit.normal; + } + else + { + elongation = wd.rayHit.distance - wd.collider.radius * 0.95f; + } + } + else + { + elongation = wd.collider.suspensionDistance + wd.collider.radius * 0.05f; + } + } + + Vector3 wheelPosition = wd.transform.position - wd.transform.up * elongation; + + // Caliper transform + + if (wd.wheel.caliperTransform != null) + { + wd.wheel.caliperTransform.gameObject.SetActive(true); + + wd.wheel.caliperTransform.position = wheelPosition; + + // Rotation due to steering (Y) + + wd.wheel.caliperTransform.rotation = wd.transform.rotation * Quaternion.Euler(0.0f, wd.steerAngle, 0.0f); + } + + if (wd.wheel.wheelTransform != null) + { + wd.wheel.wheelTransform.gameObject.SetActive(true); + + if (wd.isWheelChildOfCaliper) + { + // Wheel is child of caliper. Only local wheel spin is required. + + wd.wheel.wheelTransform.localRotation = Quaternion.Euler(wd.angularPosition * Mathf.Rad2Deg, 0.0f, 0.0f); + } + else + { + // Wheel is not child of caliper. Apply full position & rotation + + wd.wheel.wheelTransform.position = wheelPosition; + wd.wheel.wheelTransform.rotation = wd.transform.rotation * Quaternion.Euler(wd.angularPosition * Mathf.Rad2Deg, wd.steerAngle, 0.0f); + } + } + } + else + { + wd.rayHit.point = wd.hit.point; + wd.rayHit.normal = wd.hit.normal; + } + + } + + + // Updates a ground material reference based on the physics material assigned to a collider + // using a cached reference for the physics material. This way the ground material manager + // is queried only when the physic material changes. + + void UpdateGroundMaterialCached (PhysicMaterial colliderMaterial, ref PhysicMaterial cachedMaterial, ref GroundMaterial groundMaterial) + { + if (m_groundMaterialManager != null) + { + // Query the ground material (slow, table look-up) only when the physic material changes. + // Otherwise keep the actual known material. + + if (colliderMaterial != cachedMaterial) + { + cachedMaterial = colliderMaterial; + groundMaterial = m_groundMaterialManager.GetGroundMaterial(colliderMaterial); + } + } + + // Don't do anything if no GroundMaterialManager is present. + // Ground materials may still be supplied externally via wheelData[].groundMaterial + } + + + //---------------------------------------------------------------------------------------------- + + + public void ResetVehicle () + { + Vector3 eulerAngles = transform.localEulerAngles; + m_rigidbody.MoveRotation(Quaternion.Euler(0, eulerAngles.y, 0)); + m_rigidbody.MovePosition(m_rigidbody.position + Vector3.up * 1.6f); + + m_rigidbody.velocity = Vector3.zero; + m_rigidbody.angularVelocity = Vector3.zero; + } + + + //---------------------------------------------------------------------------------------------- + + // Methods for dealing with colliders + + + Collider[] m_colliders = new Collider[0]; + int[] m_colLayers = new int[0]; + + + void FindColliders () + { + Collider[] originalColliders = GetComponentsInChildren(true); + List filteredColliders = new List(); + + // Keep non-trigger and non-wheel colliders only + + foreach (Collider col in originalColliders) + { + if (!col.isTrigger && !(col is WheelCollider)) + filteredColliders.Add(col); + } + + m_colliders = filteredColliders.ToArray(); + m_colLayers = new int[m_colliders.Length]; + } + + + void DisableCollidersRaycast () + { + for (int i=0, c=m_colliders.Length; i 0.2f + && (wd.isBraking && wd.rawTireForce.y >= Mathf.Abs(wd.localRigForce.y) + && wd.rawTireForce.x >= Mathf.Abs(wd.localRigForce.x) || m_usesHandbrake && handbrakeInput > 0.1f) + ) + { + wd.collider.motorTorque = 0.0f; + } + else + { + wd.collider.motorTorque = 0.00001f; + } + } + + + //---------------------------------------------------------------------------------------------- + + // Vehicle balancing + + + struct VehicleFrame + { + public float frontPosition; // Average forwards position of all "front" wheels + public float rearPosition; // Average forwards position of all "rear" wheels + public float baseHeight; // Average vertical position of all wheels (center.y) + public float frontWidth; // Average semi-axle distance for all "front" wheels + public float rearWidth; // Average semi-axle distance for all "rear" wheels + + public float middlePoint; // Forwards position that separates "front" and "rear" wheels + } + + + VehicleFrame ComputeVehicleFrame () + { + // Compute the middle position + + float middlePoint = 0.0f; + int middleCount = 0; + foreach (Wheel w in wheels) + { + if (w.wheelCollider != null) + { + middlePoint += transform.InverseTransformPoint(w.wheelCollider.transform.TransformPoint(w.wheelCollider.center)).z; + middleCount++; + } + } + + if (middleCount > 0) middlePoint /= middleCount; + + // Compute the front / rear positions and the base height + + float frontPos = 0.0f; + float frontWidth = 0.0f; + int frontCount = 0; + + float rearPos = 0.0f; + float rearWidth = 0.0f; + int rearCount = 0; + + float baseHeight = 0.0f; + int baseHeightCount = 0; + + foreach (Wheel w in wheels) + { + if (w.wheelCollider != null) + { + Vector3 localPos = transform.InverseTransformPoint(w.wheelCollider.transform.TransformPoint(w.wheelCollider.center)); + + float wheelPos = localPos.z; + float axleWidth = Mathf.Abs(localPos.x); + + if (wheelPos >= middlePoint) + { + frontPos += wheelPos; + frontWidth += axleWidth; + frontCount++; + } + else + { + rearPos += wheelPos; + rearWidth += axleWidth; + rearCount++; + } + + baseHeight += localPos.y; + baseHeightCount++; + } + } + + if (frontCount > 0) + { + frontPos = frontPos / frontCount; + frontWidth = frontWidth / frontCount; + } + + if (rearCount > 0) + { + rearPos = rearPos / rearCount; + rearWidth = rearWidth / rearCount; + } + else + { + rearPos = frontPos; + rearWidth = frontWidth; + } + + if (baseHeightCount > 0) + baseHeight = baseHeight / baseHeightCount; + + // Return the results + + VehicleFrame frame = new VehicleFrame(); + + frame.frontPosition = frontPos; + frame.rearPosition = rearPos; + frame.baseHeight = baseHeight; + frame.frontWidth = frontWidth; + frame.rearWidth = rearWidth; + frame.middlePoint = middlePoint; + + return frame; + } + + + void ConfigureCenterOfMass () + { + // Checking whether rigidbody.centerOfMass has changed really makes a difference. + // Otherwise all internal calculations are triggered (inertia tensor, sprung masses...) + + if (centerOfMassMode == CenterOfMassMode.Parametric) + { + Vector3 CoM = new Vector3(0.0f, + m_vehicleFrame.baseHeight + centerOfMassHeightOffset, + Mathf.Lerp(m_vehicleFrame.rearPosition, m_vehicleFrame.frontPosition, centerOfMassPosition)); + + if (m_rigidbody.centerOfMass != CoM) + m_rigidbody.centerOfMass = CoM; + } + else + { + if (centerOfMassTransform != null) + { + Vector3 CoM = m_transform.InverseTransformPoint(centerOfMassTransform.position); + + if (m_rigidbody.centerOfMass != CoM) + m_rigidbody.centerOfMass = CoM; + } + } + } + + + // Balanced value (linear cross-faded): + // + // bias rear front + // 0.0 0.0 2.0 + // 0.5 1.0 1.0 + // 1.0 2.0 0.0 + + public static float GetBalancedValue (float value, float bias, float positionRatio) + { + float frontRatio = bias; + float rearRatio = 1.0f - bias; + + return value * (positionRatio * frontRatio + (1.0f-positionRatio) * rearRatio) * 2.0f; + } + + + // Ramp balanced value: + // + // bias rear front + // 0.0 0.0 1.0 + // 0.5 1.0 1.0 + // 1.0 1.0 0.0 + + public static float GetRampBalancedValue (float value, float bias, float positionRatio) + { + float frontRatio = Mathf.Clamp01(2.0f * bias); + float rearRatio = Mathf.Clamp01(2.0f * (1.0f - bias)); + + return value * (positionRatio * frontRatio + (1.0f-positionRatio) * rearRatio); + } + + + //---------------------------------------------------------------------------------------------- + + // Contact processing + + + // Private data for internal use + + int m_sumImpactCount = 0; + Vector3 m_sumImpactPosition = Vector3.zero; + Vector3 m_sumImpactVelocity = Vector3.zero; + int m_sumImpactHardness = 0; + float m_lastImpactTime = 0.0f; + + Vector3 m_localDragPosition = Vector3.zero; + Vector3 m_localDragVelocity = Vector3.zero; + int m_localDragHardness = 0; + + float m_lastStrongImpactTime = 0.0f; + PhysicMaterial m_lastImpactedMaterial; + GroundMaterial m_impactedGroundMaterial = null; + + + void OnCollisionEnter (Collision collision) + { + // Prevent the wheels to sleep for some time if a strong impact occurs + + if (collision.relativeVelocity.magnitude > 4.0f) + m_lastStrongImpactTime = Time.time; + + if (processContacts) + ProcessContacts(collision, true); + } + + + void OnCollisionStay (Collision collision) + { + if (processContacts) + ProcessContacts(collision, false); + } + + + void ProcessContacts (Collision col, bool forceImpact) + { + int impactCount = 0; // All impacts + Vector3 impactPosition = Vector3.zero; + Vector3 impactVelocity = Vector3.zero; + int impactHardness = 0; + + int dragCount = 0; + Vector3 dragPosition = Vector3.zero; + Vector3 dragVelocity = Vector3.zero; + int dragHardness = 0; + + float sqrImpactSpeed = impactMinSpeed*impactMinSpeed; + + // We process all contacts individually and get an impact and/or drag amount out of each one. + + foreach (ContactPoint contact in col.contacts) + { + Collider collider = contact.otherCollider; + + // Get the type of the impacted material: hard +1, soft -1 + + int hardness = 0; + UpdateGroundMaterialCached(collider.sharedMaterial, ref m_lastImpactedMaterial, ref m_impactedGroundMaterial); + + if (m_impactedGroundMaterial != null) + hardness = m_impactedGroundMaterial.surfaceType == GroundMaterial.SurfaceType.Hard? +1 : -1; + + // Calculate the velocity of the body in the contact point with respect to the colliding object + + Vector3 v = m_rigidbody.GetPointVelocity(contact.point); + if (collider.attachedRigidbody != null) + v -= collider.attachedRigidbody.GetPointVelocity(contact.point); + + float dragRatio = Vector3.Dot(v, contact.normal); + + // Determine whether this contact is an impact or a drag + + if (dragRatio < -impactThreeshold || forceImpact && col.relativeVelocity.sqrMagnitude > sqrImpactSpeed) + { + // Impact + + impactCount++; + impactPosition += contact.point; + impactVelocity += col.relativeVelocity; + impactHardness += hardness; + + if (showCollisionGizmos) + Debug.DrawLine(contact.point, contact.point + CommonTools.Lin2Log(v), Color.red); + } + else if (dragRatio < impactThreeshold) + { + // Drag + + dragCount++; + dragPosition += contact.point; + dragVelocity += v; + dragHardness += hardness; + + if (showCollisionGizmos) + Debug.DrawLine(contact.point, contact.point + CommonTools.Lin2Log(v), Color.cyan); + } + + // Debug.DrawLine(contact.point, contact.point + CommonTools.Lin2Log(v), Color.Lerp(Color.cyan, Color.red, Mathf.Abs(dragRatio))); + if (showCollisionGizmos) + Debug.DrawLine(contact.point, contact.point + contact.normal*0.25f, Color.yellow); + } + + // Accumulate impact values received. + + if (impactCount > 0) + { + float invCount = 1.0f / impactCount; + impactPosition *= invCount; + impactVelocity *= invCount; + + m_sumImpactCount++; + m_sumImpactPosition += m_transform.InverseTransformPoint(impactPosition); + m_sumImpactVelocity += m_transform.InverseTransformDirection(impactVelocity); + m_sumImpactHardness += impactHardness; + } + + // Update the current drag value + + if (dragCount > 0) + { + float invCount = 1.0f / dragCount; + dragPosition *= invCount; + dragVelocity *= invCount; + + UpdateDragState(m_transform.InverseTransformPoint(dragPosition), m_transform.InverseTransformDirection(dragVelocity), dragHardness); + } + } + + + // Impact processing + + void HandleImpacts () + { + // Multiple impacts within an impact interval are accumulated and averaged later. + + if (Time.time-m_lastImpactTime >= impactInterval && m_sumImpactCount > 0) + { + // Prepare the impact parameters + + float invCount = 1.0f / m_sumImpactCount; + + m_sumImpactPosition *= invCount; + m_sumImpactVelocity *= invCount; + + // Notify the listeners on the impact + + if (onImpact != null) + { + current = this; + onImpact(); + current = null; + } + + // debugText = string.Format("Count: {4} Impact Pos: {0} Impact Velocity: {1} ({2,5:0.00}) Impact Friction: {3,4:0.00}", localImpactPosition, localImpactVelocity, localImpactVelocity.magnitude, localImpactFriction, m_sumImpactCount); + if (showCollisionGizmos && localImpactVelocity.sqrMagnitude > 0.001f) + Debug.DrawLine(transform.TransformPoint(localImpactPosition), transform.TransformPoint(localImpactPosition) + CommonTools.Lin2Log(transform.TransformDirection(localImpactVelocity)), Color.red, 0.2f, false); + + // Reset impact data + + m_sumImpactCount = 0; + m_sumImpactPosition = Vector3.zero; + m_sumImpactVelocity = Vector3.zero; + m_sumImpactHardness = 0; + + m_lastImpactTime = Time.time + impactInterval * UnityEngine.Random.Range(-impactIntervalRandom, impactIntervalRandom); // Add a random variation for avoiding regularities + } + } + + + // Drag processing + // The values come from OnCollisionEnter/Stay so the actual drag value is updated accordingly. + // + // This function is invoked from both OnCollision (increase the drag value) and Update + // (smoothly decrease the value to zero). + + void UpdateDragState (Vector3 dragPosition, Vector3 dragVelocity, int dragHardness) + { + if (dragVelocity.sqrMagnitude > 0.001f) + { + m_localDragPosition = Vector3.Lerp(m_localDragPosition, dragPosition, 10.0f * Time.deltaTime); + m_localDragVelocity = Vector3.Lerp(m_localDragVelocity, dragVelocity, 20.0f * Time.deltaTime); + m_localDragHardness = dragHardness; + } + else + { + m_localDragVelocity = Vector3.Lerp(m_localDragVelocity, Vector3.zero, 10.0f * Time.deltaTime); + } + + if (showCollisionGizmos && localDragVelocity.sqrMagnitude > 0.001f) + Debug.DrawLine(transform.TransformPoint(localDragPosition), transform.TransformPoint(localDragPosition) + CommonTools.Lin2Log(transform.TransformDirection(localDragVelocity)), Color.cyan, 0.05f, false); + } + + + //---------------------------------------------------------------------------------------------- + + + [ContextMenu("Adjust WheelColliders to their meshes")] + void AdjustWheelColliders () + { + foreach (Wheel wheel in wheels) + { + if (wheel.wheelCollider != null) + AdjustColliderToWheelMesh(wheel.wheelCollider, wheel.wheelTransform); + } + } + + + static void AdjustColliderToWheelMesh (WheelCollider wheelCollider, Transform wheelTransform) + { + // Adjust position and rotation + + if (wheelTransform == null) + { + Debug.LogError(wheelCollider.gameObject.name + ": A Wheel transform is required"); + return; + } + + wheelCollider.transform.position = wheelTransform.position + wheelTransform.up * wheelCollider.suspensionDistance * 0.5f; + wheelCollider.transform.rotation = wheelTransform.rotation; + + // Adjust radius + + MeshFilter[] meshFilters = wheelTransform.GetComponentsInChildren(); + if (meshFilters == null || meshFilters.Length == 0) + { + Debug.LogWarning(wheelTransform.gameObject.name + ": Couldn't calculate radius. There are no meshes in the Wheel transform or its children"); + return; + } + + // Calculate the bounds of the meshes contained in the Wheel transform + + Bounds bounds = GetScaledBounds(meshFilters[0]); + + for (int i=1, c=meshFilters.Length; i 0.01f) + Debug.LogWarning(wheelTransform.gameObject.name + ": The Wheel mesh might not be a correct wheel. The calculated radius is different along forward and vertical axis."); + + wheelCollider.radius = bounds.extents.y; + } + + + static Bounds GetScaledBounds (MeshFilter meshFilter) + { + Bounds bounds = meshFilter.sharedMesh.bounds; + Vector3 scale = meshFilter.transform.lossyScale; + bounds.max = Vector3.Scale(bounds.max, scale); + bounds.min = Vector3.Scale(bounds.min, scale); + return bounds; + } + + + [ContextMenu("Convert Center of Mass from Transform to Parametric")] + void FromTransformToParametricCoM() + { + if (centerOfMassTransform != null) + { + VehicleFrame frame = ComputeVehicleFrame(); + + Vector3 transformCom = transform.InverseTransformPoint(centerOfMassTransform.position); + centerOfMassPosition = Mathf.InverseLerp(frame.rearPosition, frame.frontPosition, transformCom.z); + centerOfMassHeightOffset = transformCom.y - frame.baseHeight; + centerOfMassMode = CenterOfMassMode.Parametric; + } + } + + + //---------------------------------------------------------------------------------------------- + + + #if UNITY_EDITOR + + + public void OnDrawGizmos () + { + if (!enabled) return; + + VehicleFrame frame = ComputeVehicleFrame(); + + // Draw the wheel gizmos + + Color originalColor = UnityEditor.Handles.color; + UnityEditor.Handles.color = AlphaColor(Color.green, 0.1f); + + foreach (Wheel w in wheels) + { + if (w.wheelCollider != null) + { + Vector3 basePos = w.wheelCollider.transform.TransformPoint(w.wheelCollider.center); + UnityEditor.Handles.DrawSolidDisc(basePos, transform.right, w.wheelCollider.radius * 0.2f); + } + } + + // Draw the vehicle frame + + UnityEditor.Handles.color = AlphaColor(Color.green, 0.5f); + + Vector3 front = transform.TransformPoint(new Vector3 (0.0f, frame.baseHeight, frame.frontPosition)); + Vector3 middle = transform.TransformPoint(new Vector3 (0.0f, frame.baseHeight, (frame.frontPosition + frame.rearPosition)*0.5f)); + Vector3 rear = transform.TransformPoint(new Vector3 (0.0f, frame.baseHeight, frame.rearPosition)); + + UnityEditor.Handles.DrawLine(front, rear); + UnityEditor.Handles.DrawLine(front - transform.right * frame.frontWidth, front + transform.right * frame.frontWidth); + UnityEditor.Handles.DrawLine(rear - transform.right * frame.rearWidth, rear + transform.right * frame.rearWidth); + + // float middleWidth = (frame.frontWidth + frame.rearWidth) * 0.5f * 0.25f; + // UnityEditor.Handles.DrawLine(middle - transform.right * middleWidth, middle + transform.right * middleWidth); + + UnityEditor.Handles.color = AlphaColor(Color.white, 0.05f); + UnityEditor.Handles.DrawSolidDisc(middle, transform.up, 0.1f); + UnityEditor.Handles.color = AlphaColor(Color.white, 0.5f); + UnityEditor.Handles.DrawLine(middle - transform.right * 0.1f, middle + transform.right * 0.1f); + + // Draw tire friction + + float featureWidth = (frame.frontWidth + frame.rearWidth) * 0.5f * 0.25f; + Vector3 featureDir = transform.right * featureWidth; + + UnityEditor.Handles.color = AlphaColor(Color.Lerp(Color.yellow, Color.red, 0.5f), 0.5f); + Vector3 frictionPos = Vector3.Lerp(rear, front, tireFrictionBalance); + UnityEditor.Handles.DrawLine(frictionPos - featureDir, frictionPos + featureDir); + + // Draw brake balance + + UnityEditor.Handles.color = AlphaColor(Color.red, 0.5f); + Vector3 brakePos = Vector3.Lerp(rear, front, brakeBalance); + UnityEditor.Handles.DrawLine(brakePos - featureDir, brakePos + featureDir); + + // Draw drive balance + + UnityEditor.Handles.color = AlphaColor(Color.green, 0.5f); + Vector3 drivePos = Vector3.Lerp(rear, front, driveBalance); + UnityEditor.Handles.DrawLine(drivePos - featureDir, drivePos + featureDir); + Vector3 driveForwardDir = transform.forward * 0.05f; + UnityEditor.Handles.DrawLine(drivePos - featureDir - driveForwardDir, drivePos - featureDir + driveForwardDir); + UnityEditor.Handles.DrawLine(drivePos + featureDir - driveForwardDir, drivePos + featureDir + driveForwardDir); + + // Draw handling bias + + UnityEditor.Handles.color = AlphaColor(Color.green, 0.5f); + Vector3 semiLengthDir = (front-middle); + + Vector3 handlingPos = Vector3.Lerp(front - semiLengthDir, front + semiLengthDir, handlingBias); + UnityEditor.Handles.DrawLine(handlingPos - featureDir, handlingPos + featureDir); + UnityEditor.Handles.DrawLine(handlingPos + featureDir, front + featureDir); + UnityEditor.Handles.DrawLine(handlingPos - featureDir, front - featureDir); + + + // Draw Center of Mass + + float comPos = Mathf.Lerp(frame.rearPosition, frame.frontPosition, centerOfMassPosition); + Vector3 localCom = new Vector3(0.0f, frame.baseHeight + centerOfMassHeightOffset, comPos); + Vector3 CoM = transform.TransformPoint(localCom); + + UnityEditor.Handles.color = AlphaColor(Color.white, 0.8f); + DrawCrossMarkHandle(CoM, transform.forward, transform.right, transform.up); + + Vector3 comBase = new Vector3(0.0f, frame.baseHeight, comPos); + + UnityEditor.Handles.color = AlphaColor(Color.white, 0.1f); + UnityEditor.Handles.DrawLine(transform.TransformPoint(comBase), CoM); + + // Draw aerodynamics + + float aeroForwardPos = Mathf.Lerp(frame.rearPosition, frame.frontPosition, aeroBalance); + Vector3 localAeroPos = new Vector3(0.0f, localCom.y, aeroForwardPos); + Vector3 aeroPos = transform.TransformPoint(localAeroPos); + + float aeroDragLength = Mathf.Min(Mathf.Abs(aeroDrag), featureWidth); + float aeroDownforceLength = Mathf.Min(Mathf.Abs(aeroDownforce), 0.1f); + + if (aeroDragLength > 0.000001f || aeroDownforceLength > 0.00001f) + { + UnityEditor.Handles.color = AlphaColor(Color.cyan, 0.1f); + UnityEditor.Handles.DrawLine(aeroPos, CoM); + } + + UnityEditor.Handles.color = AlphaColor(Color.cyan, 0.8f); + DrawCrossMarkHandle(transform.TransformPoint(localAeroPos), + Vector3.zero, transform.right * aeroDragLength, transform.up * aeroDownforceLength, 1.0f); + + // Restore handles color + + UnityEditor.Handles.color = originalColor; + } + + + static Color AlphaColor (Color col, float alpha = 1.0f) + { + col.a = alpha; + return col; + } + + + static void DrawCrossMarkHandle (Vector3 pos, Vector3 forward, Vector3 right, Vector3 up, float length = 0.1f) + { + length *= 0.5f; + + Vector3 F = forward * length; + Vector3 U = up * length; + Vector3 R = right * length; + + UnityEditor.Handles.DrawLine(pos - F, pos + F); + UnityEditor.Handles.DrawLine(pos - U, pos + U); + UnityEditor.Handles.DrawLine(pos - R, pos + R); + } + + #endif + } +} diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleController.cs.meta b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleController.cs.meta new file mode 100644 index 00000000..2fa39b8f --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleController.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 2078a92a1f7b07b43aae2988fb3bf9aa +timeCreated: 1427047931 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleDamage.cs b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleDamage.cs new file mode 100644 index 00000000..757e3665 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleDamage.cs @@ -0,0 +1,424 @@ +//------------------------------------------------------------------------------------------------ +// Edy's Vehicle Physics +// (c) Angel Garcia "Edy" - Oviedo, Spain +// http://www.edy.es +//------------------------------------------------------------------------------------------------ + + +// Deformable colliders are supported in Unity 5.2, with further backport to 5.1 as patch release. + +#if !UNITY_5_0 && !UNITY_5_1 +#define EVP_DEFORMABLE_COLLIDERS +#endif + + +using UnityEngine; + +namespace EVP +{ + +[RequireComponent(typeof(VehicleController))] +public class VehicleDamage : MonoBehaviour + { + public MeshFilter[] meshes; + public MeshCollider[] colliders; + public Transform[] nodes; + + [Space(5)] + public float minVelocity = 1.0f; + public float multiplier = 1.0f; + + [Space(5)] + public float damageRadius = 1.0f; + public float maxDisplacement = 0.5f; + public float maxVertexFracture = 0.1f; + + [Space(5)] + public float nodeDamageRadius = 0.5f; + public float maxNodeRotation = 14.0f; + public float nodeRotationRate = 10.0f; + + [Space(5)] + public float vertexRepairRate = 0.1f; + + public bool enableRepairKey = true; + public KeyCode repairKey = KeyCode.R; + + + VehicleController m_vehicle; + + Vector3[][] m_originalMeshes; + Vector3[][] m_originalColliders; + Vector3[] m_originalNodePositions; + Quaternion[] m_originalNodeRotations; + + + // Expose damage level and reparing state + + bool m_repairing = false; + float m_meshDamage = 0.0f; + float m_colliderDamage = 0.0f; + float m_nodeDamage = 0.0f; + + public bool isRepairing { get { return m_repairing; } } + public float meshDamage { get { return m_meshDamage; } } + public float colliderDamage { get { return m_colliderDamage; } } + public float nodeDamage { get { return m_nodeDamage; } } + + + void OnEnable () + { + m_vehicle = GetComponent(); + m_vehicle.processContacts = true; + m_vehicle.onImpact += ProcessImpact; + + // Store original vertices of the meshes + + m_originalMeshes = new Vector3[meshes.Length][]; + for (int i = 0; i < meshes.Length; i++) + { + Mesh mesh = meshes[i].mesh; + + m_originalMeshes[i] = mesh.vertices; + mesh.MarkDynamic(); + } + + // Store original vertices of the colliders + + m_originalColliders = new Vector3[colliders.Length][]; + for (int i = 0; i < colliders.Length; i++) + { + Mesh mesh = colliders[i].sharedMesh; + + m_originalColliders[i] = mesh.vertices; + mesh.MarkDynamic(); + } + + // Store original position and rotation of the nodes + + m_originalNodePositions = new Vector3[nodes.Length]; + m_originalNodeRotations = new Quaternion[nodes.Length]; + + for (int i = 0; i < nodes.Length; i++) + { + m_originalNodePositions[i] = nodes[i].transform.localPosition; + m_originalNodeRotations[i] = nodes[i].transform.localRotation; + } + + // Initialize damage levels + + m_repairing = false; + m_meshDamage = 0.0f; + m_colliderDamage = 0.0f; + m_nodeDamage = 0.0f; + } + + + void OnDisable () + { + RestoreMeshes(); + RestoreNodes(); + RestoreColliders(); + + m_repairing = false; + m_meshDamage = 0.0f; + m_colliderDamage = 0.0f; + m_nodeDamage = 0.0f; + } + + + void Update () + { + if (enableRepairKey && Input.GetKeyDown(repairKey)) + m_repairing = true; + + ProcessRepair(); + } + + + public void Repair () + { + m_repairing = true; + } + + + //---------------------------------------------------------------------------------------------- + + + void ProcessImpact () + { + Vector3 impactVelocity = Vector3.zero; + + if (m_vehicle.localImpactVelocity.sqrMagnitude > minVelocity * minVelocity) + impactVelocity = m_vehicle.cachedTransform.TransformDirection(m_vehicle.localImpactVelocity) * multiplier * 0.02f; + + if (impactVelocity.sqrMagnitude > 0.0f) + { + Vector3 contactPoint = transform.TransformPoint(m_vehicle.localImpactPosition); + + // Deform the meshes + + for (int i=0, c=meshes.Length; i sqrMaxDeform) + vertices[i] = originalMesh[i] + deform.normalized * maxDisplacement; + + totalDamage += damage.magnitude; + damagedVertices++; + } + } + + mesh.vertices = vertices; + mesh.RecalculateNormals(); + mesh.RecalculateBounds(); + + return damagedVertices > 0? totalDamage / damagedVertices : 0.0f; + } + + + float DeformNode (Transform T, Vector3 originalLocalPos, Quaternion originalLocalRot, Vector3 contactPoint, Vector3 contactVelocity) + { + float dist = (contactPoint - T.position).sqrMagnitude; + float damageRatio = (damageRadius - Mathf.Sqrt(dist)) / damageRadius; + + float totalDamage = 0.0f; + + // Distort position + + if (dist < damageRadius * damageRadius) + { + Vector3 damage = contactVelocity * damageRatio + Random.onUnitSphere * maxVertexFracture; + T.position += damage; + + Vector3 deform = T.localPosition - originalLocalPos; + + if (deform.sqrMagnitude > maxDisplacement * maxDisplacement) + T.localPosition = originalLocalPos + deform.normalized * maxDisplacement; + + totalDamage += damage.magnitude; + } + + // Distort rotation + + if (dist < nodeDamageRadius * nodeDamageRadius) + { + Vector3 angles = AnglesToVector(T.localEulerAngles); + + Vector3 angleLimit = new Vector3(maxNodeRotation, maxNodeRotation, maxNodeRotation); + Vector3 angleMax = angles + angleLimit; + Vector3 angleMin = angles - angleLimit; + + Vector3 damage = damageRatio * nodeRotationRate * Random.onUnitSphere; + angles += damage; + + T.localEulerAngles = new Vector3( + Mathf.Clamp(angles.x, angleMin.x, angleMax.x), + Mathf.Clamp(angles.y, angleMin.y, angleMax.y), + Mathf.Clamp(angles.z, angleMin.z, angleMax.z)); + + totalDamage += damage.magnitude / 45.0f; + } + + return totalDamage; + } + + + Vector3 AnglesToVector (Vector3 Angles) + { + if (Angles.x > 180) Angles.x = -360 + Angles.x; + if (Angles.y > 180) Angles.y = -360 + Angles.y; + if (Angles.z > 180) Angles.z = -360 + Angles.z; + return Angles; + } + + + float DeformColliders (Vector3 contactPoint, Vector3 impactVelocity) + { + #if EVP_DEFORMABLE_COLLIDERS + if (colliders.Length > 0) + { + Vector3 CoM = m_vehicle.cachedRigidbody.centerOfMass; + float totalDeform = 0.0f; + + for (int i=0, c=colliders.Length; i= repairedThreshold) + result = false; + } + + mesh.vertices = vertices; + mesh.RecalculateNormals(); + mesh.RecalculateBounds(); + + return result; + } + + + bool RepairNode (Transform T, Vector3 originalLocalPosition, Quaternion originalLocalRotation, float repairRate, float repairedThreshold) + { + repairRate *= Time.deltaTime; + + T.localPosition = Vector3.MoveTowards(T.localPosition, originalLocalPosition, repairRate); + T.localRotation = Quaternion.RotateTowards(T.localRotation, originalLocalRotation, repairRate * 50.0f); + + return (originalLocalPosition - T.localPosition).sqrMagnitude < (repairedThreshold*repairedThreshold) && + Quaternion.Angle(originalLocalRotation, T.localRotation) < repairedThreshold; + } + + + void RestoreMeshes () + { + for (int i=0, c=meshes.Length; i 0) + { + Vector3 CoM = m_vehicle.cachedRigidbody.centerOfMass; + + for (int i=0, c=colliders.Length; i(); + m_commonTelemetry = GetComponent(); + } + + + void Start () + { + foreach (VehicleController vehicle in vehicles) + DisableVehicle(vehicle); + + SelectVehicle(defaultVehicle); + } + + + void Update () + { + if (Input.GetKeyDown(previousVehicleKey)) SelectPreviousVehicle(); + if (Input.GetKeyDown(nextVehicleKey) || Input.GetKeyDown(alternateNextVehicleKey)) + SelectNextVehicle(); + } + + + public void SelectVehicle (int vehicleIdx) + { + if (vehicleIdx > vehicles.Length) return; + + // Disable current vehicle, if any + + if (m_currentVehicle != null) + { + DisableVehicle(m_currentVehicle); + m_currentVehicle = null; + } + + // Select new vhicle. Leave no vehicle selected if idx < 1. + + if (vehicleIdx >= 0) + { + m_currentVehicle = vehicles[vehicleIdx]; + EnableVehicle(m_currentVehicle); + } + + m_currentVehicleIdx = vehicleIdx; + } + + + public void SelectPreviousVehicle () + { + int newVehicleIdx = m_currentVehicleIdx - 1; + + if (newVehicleIdx < 0) + newVehicleIdx = vehicles.Length-1; + + if (newVehicleIdx >= 0) + SelectVehicle(newVehicleIdx); + } + + + public void SelectNextVehicle () + { + int newVehicleIdx = m_currentVehicleIdx + 1; + + if (newVehicleIdx >= vehicles.Length) + newVehicleIdx = 0; + + SelectVehicle(newVehicleIdx < vehicles.Length? newVehicleIdx : -1); + } + + + //---------------------------------------------------------------------------------------------- + + + void EnableVehicle (VehicleController vehicle) + { + if (vehicle == null) return; + + SetupVehicleComponents(vehicle, true); + + if (cameraController != null) + cameraController.target = vehicle.transform; + } + + + void DisableVehicle (VehicleController vehicle) + { + if (vehicle == null) return; + + SetupVehicleComponents(vehicle, false); + vehicle.throttleInput = 0.0f; + vehicle.brakeInput = 1.0f; + } + + + void SetupVehicleComponents (VehicleController vehicle, bool enabled) + { + VehicleTelemetry vehicleTelemetry = vehicle.GetComponent(); + VehicleStandardInput vehicleInput = vehicle.GetComponent(); + VehicleDamage vehicleDamage = vehicle.GetComponent(); + + if (vehicleInput != null) + { + if (m_commonInput != null) + { + if (overrideVehicleComponents) + { + vehicleInput.enabled = false; + m_commonInput.enabled = true; + m_commonInput.target = enabled? vehicle : null; + } + else + { + vehicleInput.enabled = enabled; + m_commonInput.enabled = false; + } + } + else + { + vehicleInput.enabled = enabled; + } + } + else + { + if (m_commonInput != null) + { + m_commonInput.enabled = true; + m_commonInput.target = enabled? vehicle : null; + } + } + + if (vehicleTelemetry != null) + { + if (m_commonTelemetry != null) + { + if (overrideVehicleComponents) + { + vehicleTelemetry.enabled = false; + m_commonTelemetry.enabled = true; + m_commonTelemetry.target = enabled? vehicle : null; + } + else + { + vehicleTelemetry.enabled = enabled; + m_commonTelemetry.enabled = false; + } + } + else + { + vehicleTelemetry.enabled = enabled; + } + } + else + { + if (m_commonTelemetry != null) + { + m_commonTelemetry.enabled = true; + m_commonTelemetry.target = enabled? vehicle : null; + } + } + + if (vehicleDamage != null) + { + vehicleDamage.enableRepairKey = enabled; + } + } + } +} \ No newline at end of file diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleManager.cs.meta b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleManager.cs.meta new file mode 100644 index 00000000..f815ec54 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleManager.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e21b7e9622bfce14f927ac237811d9f1 +timeCreated: 1427648538 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleRandomInput.cs b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleRandomInput.cs new file mode 100644 index 00000000..a2296a68 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleRandomInput.cs @@ -0,0 +1,116 @@ +//------------------------------------------------------------------------------------------------ +// Edy's Vehicle Physics +// (c) Angel Garcia "Edy" - Oviedo, Spain +// http://www.edy.es +//------------------------------------------------------------------------------------------------ + +using UnityEngine; + +namespace EVP +{ + +public class VehicleRandomInput : MonoBehaviour + { + public float steerInterval = 2.0f; + public float steerIntervalTolerance = 1.0f; + public float steerChangeRate = 1.0f; + [Range(0,1)] + public float steerStraightRandom = 0.4f; + + [Space(5)] + public float throttleInterval = 5.0f; + public float throttleIntervalTolerance = 2.0f; + public float throttleChangeRate = 3.0f; + [Range(0,1)] + public float throttleForwardRandom = 0.8f; + + float m_targetSteer = 0.0f; + float m_nextSteerTime = 0.0f; + float m_targetThrottle = 0.0f; + float m_targetBrake = 0.0f; + float m_nextThrottleTime = 0.0f; + + VehicleController m_vehicle; + + + void OnEnable () + { + m_vehicle = GetComponent(); + } + + + void Update () + { + // Set a random steer value + + if (Time.time > m_nextSteerTime) + { + if (Random.value < steerStraightRandom) + m_targetSteer = 0.0f; + else + m_targetSteer = Random.Range (-1.0f, 1.0f); + + m_nextSteerTime = Time.time + steerInterval + Random.Range(-steerIntervalTolerance, steerIntervalTolerance); + } + + // Set a random throttle-brake value. + // At low speed chances are that the vehicle has encountered an obstacle. + // If so, we increase the probability of going reverse. + + if (Time.time > m_nextThrottleTime) + { + float forwardRandom = throttleForwardRandom; + float speed = m_vehicle.cachedRigidbody.velocity.magnitude; + + if (speed < 0.1f && m_targetBrake < 0.001f && m_targetThrottle >= 0.0f) + forwardRandom *= 0.4f; + + if (Random.value < forwardRandom) + { + m_targetThrottle = Random.value; + m_targetBrake = 0.0f; + } + else + { + if (speed < 0.5f) + { + m_targetBrake = 0.0f; + m_targetThrottle = -Random.value; + } + else + { + m_targetThrottle = 0.0f; + m_targetBrake = Random.value; + } + } + + m_nextThrottleTime = Time.time + throttleInterval + Random.Range(-throttleIntervalTolerance, throttleIntervalTolerance); + } + + // Apply the input progressively + + m_vehicle.steerInput = Mathf.MoveTowards(m_vehicle.steerInput, m_targetSteer, steerChangeRate * Time.deltaTime); + m_vehicle.throttleInput = Mathf.MoveTowards(m_vehicle.throttleInput, m_targetThrottle, throttleChangeRate * Time.deltaTime); + m_vehicle.brakeInput = m_targetBrake; + m_vehicle.handbrakeInput = 0.0f; + } + + + void OnCollisionEnter (Collision collision) + { + if (enabled && collision.contacts.Length > 0) + { + // Front / rear collisions reduce the waiting time for taking the next throttle decision. + + float colRatio = Vector3.Dot(transform.forward, collision.contacts[0].normal); + if (colRatio > 0.8f || colRatio < -0.8f) + m_nextThrottleTime -= throttleInterval * 0.5f; + + // Sideways collisions reduce the waiting time for taking the next steering decision + + if (colRatio > -0.4f && colRatio < 0.4f) + m_nextSteerTime -= steerInterval * 0.5f; + } + } + } +} \ No newline at end of file diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleRandomInput.cs.meta b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleRandomInput.cs.meta new file mode 100644 index 00000000..f968635e --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleRandomInput.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 31750466e2cffc240bc1c1299a5bb0f6 +timeCreated: 1429528023 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleStandardInput.cs b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleStandardInput.cs new file mode 100644 index 00000000..f027d488 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleStandardInput.cs @@ -0,0 +1,197 @@ +//------------------------------------------------------------------------------------------------ +// Edy's Vehicle Physics +// (c) Angel Garcia "Edy" - Oviedo, Spain +// http://www.edy.es +//------------------------------------------------------------------------------------------------ + +using UnityEngine; + +namespace EVP +{ + +public class VehicleStandardInput : MonoBehaviour + { + public VehicleController target; + + public bool continuousForwardAndReverse = true; + + public enum ThrottleAndBrakeInput { SingleAxis, SeparateAxes }; + public ThrottleAndBrakeInput throttleAndBrakeInput = ThrottleAndBrakeInput.SingleAxis; + + public string steerAxis = "Horizontal"; + public string throttleAndBrakeAxis = "Vertical"; + public string throttleAxis = "Fire2"; + public string brakeAxis = "Fire3"; + public string handbrakeAxis = "Jump"; + public KeyCode resetVehicleKey = KeyCode.Return; + + bool m_doReset = false; + + + void OnEnable () + { + // Cache vehicle + + if (target == null) + target = GetComponent(); + } + + + void Update () + { + if (target == null) return; + + if (Input.GetKeyDown(resetVehicleKey)) m_doReset = true; + } + + + void FixedUpdate () + { + if (target == null) return; + + // Read the user input + + float steerInput = Mathf.Clamp(Input.GetAxis(steerAxis), -1.0f, 1.0f); + float handbrakeInput = Mathf.Clamp01(Input.GetAxis(handbrakeAxis)); + + float forwardInput = 0.0f; + float reverseInput = 0.0f; + + if (throttleAndBrakeInput == ThrottleAndBrakeInput.SeparateAxes) + { + forwardInput = Mathf.Clamp01(Input.GetAxis(throttleAxis)); + reverseInput = Mathf.Clamp01(Input.GetAxis(brakeAxis)); + } + else + { + forwardInput = Mathf.Clamp01(Input.GetAxis(throttleAndBrakeAxis)); + reverseInput = Mathf.Clamp01(-Input.GetAxis(throttleAndBrakeAxis)); + } + + // Translate forward/reverse to vehicle input + + float throttleInput = 0.0f; + float brakeInput = 0.0f; + + if (continuousForwardAndReverse) + { + float minSpeed = 0.1f; + float minInput = 0.1f; + + if (target.speed > minSpeed) + { + throttleInput = forwardInput; + brakeInput = reverseInput; + } + else + { + if (reverseInput > minInput) + { + throttleInput = -reverseInput; + brakeInput = 0.0f; + } + else if (forwardInput > minInput) + { + if (target.speed < -minSpeed) + { + throttleInput = 0.0f; + brakeInput = forwardInput; + } + else + { + throttleInput = forwardInput; + brakeInput = 0; + } + } + } + } + else + { + bool reverse = Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl); + + if (!reverse) + { + throttleInput = forwardInput; + brakeInput = reverseInput; + } + else + { + throttleInput = -reverseInput; + brakeInput = 0; + } + } + + // Apply input to vehicle + + target.steerInput = steerInput; + target.throttleInput = throttleInput; + target.brakeInput = brakeInput; + target.handbrakeInput = handbrakeInput; + + // Do a vehicle reset + + if (m_doReset) + { + target.ResetVehicle(); + m_doReset = false; + } + } + + /* Code from Tim Korving for better handling the continuous forward + and reverse mode. To be adapted and tested. + + void HandleVerticalInputModeInterrupt() // Handle Interrupt input mode for forward reverse + { + if (m_MoveState == VERTICAL_INPUT_STATE.STATIONARY) + { + if (m_ForwardInput >= m_MinInput) // If forward input... + { + ChangeVerticalInputState(VERTICAL_INPUT_STATE.FORWARD); + m_ThrottleInput = m_ForwardInput; // Throttle is forward input + m_BrakeInput = 0f; // Release the brakes + } + else if (m_ReverseInput >= m_MinInput) // If reverse input... + { + ChangeVerticalInputState(VERTICAL_INPUT_STATE.REVERSE); + m_ThrottleInput = -m_ReverseInput; // Throttle is inverse reverse input (eek) + m_BrakeInput = 0f; // Release the brakes + } + else + { + ChangeVerticalInputState(VERTICAL_INPUT_STATE.STATIONARY); + } + } + else if (m_MoveState == VERTICAL_INPUT_STATE.FORWARD) + { + if (m_EVPController.speed >= m_MinSpeed) // Currently in forward motion + { + m_ThrottleInput = m_ForwardInput; // Throttle is forward input + m_BrakeInput = m_ReverseInput; // Brake is reverse input + } + else if (m_ForwardInput < m_MinInput && m_ReverseInput < m_MinInput) + { + ChangeVerticalInputState(VERTICAL_INPUT_STATE.STATIONARY); + m_BrakeInput = 0f; + m_ForwardInput = 0f; + m_ReverseInput = 0f; + } + } + else if (m_MoveState == VERTICAL_INPUT_STATE.REVERSE) + { + if (m_EVPController.speed <= -m_MinSpeed) // Currently in backward motion + { + m_ThrottleInput = -m_ReverseInput; // Throttle is inverse reverse input (?) + m_BrakeInput = m_ForwardInput; // Brake is forward input + } + else if (m_ForwardInput < m_MinInput && m_ReverseInput < m_MinInput) + { + ChangeVerticalInputState(VERTICAL_INPUT_STATE.STATIONARY); + m_BrakeInput = 0f; + m_ForwardInput = 0f; + m_ReverseInput = 0f; + } + } + } + */ + } +} \ No newline at end of file diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleStandardInput.cs.meta b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleStandardInput.cs.meta new file mode 100644 index 00000000..dd31498b --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleStandardInput.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ca79ba03ebacd504783b096c3667cfbd +timeCreated: 1427049343 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleTelemetry.cs b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleTelemetry.cs new file mode 100644 index 00000000..3fd7ad74 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleTelemetry.cs @@ -0,0 +1,214 @@ +//------------------------------------------------------------------------------------------------ +// Edy's Vehicle Physics +// (c) Angel Garcia "Edy" - Oviedo, Spain +// http://www.edy.es +//------------------------------------------------------------------------------------------------ + +#if !UNITY_5_0 && !UNITY_5_1 +#define UNITY_52_OR_GREATER +#endif + +using UnityEngine; + +namespace EVP +{ + +public class VehicleTelemetry : MonoBehaviour + { + public VehicleController target; + public enum DataMode { TireSlipAndForce, GroundMaterial }; + public DataMode dataMode; + public Font font; + + public KeyCode toggleKey = KeyCode.Y; + + public bool show = true; + public bool gizmos = false; + public bool gizmosAtPhysicsPos = false; + + + string m_telemetryText = ""; + GUIStyle m_style = new GUIStyle(); + + + void OnEnable () + { + // Text settings + + m_style.font = font; + m_style.fontSize = 10; + m_style.normal.textColor = Color.white; + + // Cache data + + if (target == null) + target = GetComponent(); + } + + + void Update () + { + if (target != null && show) + m_telemetryText = DoTelemetry(); + + if (target != null && gizmos) + DrawGizmos(); + + if (Input.GetKeyDown(toggleKey)) + { + if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) + { + dataMode++; + if (dataMode > DataMode.GroundMaterial) dataMode = DataMode.TireSlipAndForce; + } + else + { + show = !show; + } + } + } + + + void OnGUI () + { + if (target != null && show) + { + GUI.Box(new Rect (8, 8, 545, 180), "Telemetry"); + GUI.Label(new Rect (16, 28, 400, 270), m_telemetryText, m_style); + } + } + + + string DoTelemetry () + { + string text = string.Format("V: {0,5:0.0} m/s {1,5:0.0} km/h {2,5:0.0} mph {3,5:0.0}º\n\n", target.speed, target.speed*3.6f, target.speed*2.237f, target.speedAngle); + + float downForce = 0.0f; + + foreach (WheelData wd in target.wheelData) + text += GetWheelTelemetry(wd, ref downForce); + + text += string.Format("\n ΣF:{0,6:0.} Perceived mass:{1,7:0.0}\n"+ + " Rigidbody mass:{2,7:0.0}\n", + downForce, -downForce/Physics.gravity.y, target.cachedRigidbody.mass); + + VehicleAudio vehicleAudio = target.GetComponent(); + if (vehicleAudio != null) + { + text += string.Format("\nAudio gear/rpm:{0,2:0.} {1,5:0.}", vehicleAudio.simulatedGear, vehicleAudio.simulatedEngineRpm); + } + + VehicleDamage vehicleDamage = target.GetComponent(); + if (vehicleDamage != null) + { + text += string.Format("\nDamage mesh/collider/node:{0,5:0.00} {1,4:0.00} {2,4:0.00} {3}", + vehicleDamage.meshDamage, vehicleDamage.colliderDamage, vehicleDamage.nodeDamage, vehicleDamage.isRepairing? "REPAIRING" : ""); + } + + if (target.debugText != "") + text += "\n\n" + target.debugText; + + return text; + } + + + string GetWheelTelemetry (WheelData wd, ref float suspensionForce) + { + bool sleeping = !(wd.collider.motorTorque > 0.0f); + + string text = string.Format("{0,-10}{1}{2,5:0.} rpm ", wd.collider.gameObject.name, sleeping? "×" : ":", wd.angularVelocity * VehicleController.WToRpm); + + if (wd.grounded) + { + text += string.Format("C:{0,5:0.00} ", wd.suspensionCompression); + // text += string.Format("Vx:{0,6:0.00} Vy:{1,6:0.00} ", wd.localVelocity.x, wd.localVelocity.y); + + switch (dataMode) + { + case DataMode.TireSlipAndForce: + text += string.Format("F:{0,5:0.} ", wd.downforce); + text += string.Format("Sx:{0,6:0.00} Sy:{1,6:0.00} ", wd.tireSlip.x, wd.tireSlip.y); + text += string.Format("Fx:{0,5:0.} Fy:{1,5:0.} ", wd.tireForce.x, wd.tireForce.y); + break; + + case DataMode.GroundMaterial: + // text += string.Format("Sa:{0,5:0.0} ", wd.GetSlipAngle() * Mathf.Rad2Deg); + // text += string.Format("Slip:{0,4:0.0} ", wd.GetCombinedSlip()); + text += string.Format("F:{0,4:0.0} % ", wd.downforceRatio); + text += string.Format("Slip:{0,4:0.0} ", wd.combinedTireSlip); + + if (wd.groundMaterial != null) + { + text += string.Format("Grip:{0,4:0.0} Drag:{1,4:0.0} [{2}]", + wd.groundMaterial.grip, wd.groundMaterial.drag, + wd.groundMaterial.physicMaterial != null? wd.groundMaterial.physicMaterial.name : "no mat"); + } + break; + } + + suspensionForce += wd.hit.force; + } + else + { + text += string.Format("C: 0.-- "); + } + + return text + "\n"; + } + + + void DrawGizmos () + { + CommonTools.DrawCrossMark(target.cachedTransform.TransformPoint(target.cachedRigidbody.centerOfMass), target.cachedTransform, Color.white); + + foreach (WheelData wd in target.wheelData) + DrawWheelGizmos(wd); + } + + + void DrawWheelGizmos (WheelData wd) + { + bool grounded; + RaycastHit rayHit = new RaycastHit(); + + if (gizmosAtPhysicsPos) + { + grounded = wd.grounded; + rayHit.point = wd.hit.point; + rayHit.normal = wd.hit.normal; + } + else + { + #if UNITY_52_OR_GREATER + bool contacted = Physics.Raycast(wd.transform.TransformPoint(wd.collider.center), -wd.transform.up, out rayHit, (wd.collider.suspensionDistance + wd.collider.radius), Physics.DefaultRaycastLayers); + #else + bool contacted = Physics.Raycast(wd.transform.TransformPoint(wd.collider.center), -wd.transform.up, out rayHit, (wd.collider.suspensionDistance + wd.collider.radius)); + #endif + + grounded = wd.grounded && contacted; + } + + if (grounded) + { + Debug.DrawLine(rayHit.point, rayHit.point + wd.transform.up * (wd.downforce / 10000.0f), wd.suspensionCompression > 0.99f? Color.magenta : Color.white); + + CommonTools.DrawCrossMark(wd.transform.position, wd.transform, Color.Lerp(Color.green, Color.gray, 0.5f)); + + Vector3 forcePoint = target.GetSidewaysForceAppPoint(wd, rayHit.point); + CommonTools.DrawCrossMark(forcePoint, wd.transform, Color.Lerp(Color.yellow, Color.gray, 0.5f)); + + Vector3 tireForce = wd.hit.forwardDir * wd.tireForce.y + wd.hit.sidewaysDir * wd.tireForce.x; + Debug.DrawLine(forcePoint, forcePoint + CommonTools.Lin2Log(tireForce) * 0.1f, Color.green); + + Vector3 tireSlip = wd.hit.forwardDir * wd.tireSlip.y + wd.hit.sidewaysDir * wd.tireSlip.x; + Debug.DrawLine(rayHit.point, rayHit.point + CommonTools.Lin2Log(tireSlip) * 0.5f, Color.cyan); + + // Vector3 wheelVelocity = wd.hit.forwardDir * wd.localVelocity.y + wd.hit.sidewaysDir * wd.localVelocity.x; + // Debug.DrawLine(rayHit.point, rayHit.point + CommonTools.Lin2Log(wheelVelocity) * 0.5f, Color.Lerp(Color.blue, Color.white, 0.5f)); + + // Vector3 rigForce = wd.hit.sidewaysDir * wd.localRigForce.x + wd.hit.forwardDir * wd.localRigForce.y; + // Debug.DrawLine(rayHit.point, rayHit.point + rigForce / 10000.0f, Color.Lerp(Color.red, Color.gray, 0.5f)); + } + } + } +} \ No newline at end of file diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleTelemetry.cs.meta b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleTelemetry.cs.meta new file mode 100644 index 00000000..2229427a --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleTelemetry.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 6faf0f130ea1233468ef719595da630f +timeCreated: 1451758860 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: + - target: {instanceID: 0} + - font: {fileID: 12800000, guid: 68e91a955efe04085922337eb01d7626, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleTireEffects.cs b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleTireEffects.cs new file mode 100644 index 00000000..f90fdc7b --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleTireEffects.cs @@ -0,0 +1,203 @@ +//------------------------------------------------------------------------------------------------ +// Edy's Vehicle Physics +// (c) Angel Garcia "Edy" - Oviedo, Spain +// http://www.edy.es +//------------------------------------------------------------------------------------------------ + +using UnityEngine; + +namespace EVP +{ + +// Data stored per wheel for tire effects + +public class TireFxData + { + // Tire marks + + public TireMarksRenderer lastRenderer; + public int lastMarksIndex = -1; + public float marksDelta = 0.0f; + + // Tire particles + + public TireParticleEmitter lastEmitter; + public float lastParticleTime = -1.0f; + public float slipTime = 0.0f; + } + + +[RequireComponent(typeof(VehicleController))] +public class VehicleTireEffects : MonoBehaviour + { + public float tireWidth = 0.2f; + public float minSlip = 1.0f; + public float maxSlip = 5.0f; + + [Header("Tire marks")] + [Range(0,2)] + public float intensity = 1.0f; + public float updateInterval = 0.02f; + + [Header("Smoke")] + public float minIntensityTime = 0.5f; + public float maxIntensityTime = 6.0f; + public float limitIntensityTime = 10.0f; + + + VehicleController m_vehicle; + TireFxData[] m_fxData = new TireFxData[0]; + + + void OnEnable () + { + m_vehicle = GetComponent(); + m_vehicle.computeExtendedTireData = true; + } + + + void Update () + { + if (m_vehicle.paused) return; + + if (m_vehicle.wheelData.Length != m_fxData.Length) + InitializeTireFxData(); + + for (int i=0, c=m_fxData.Length; i 0.0f && particleEmitter.mode == TireParticleEmitter.Mode.PressureAndSkid) + fxData.slipTime += Time.deltaTime * skidRatio * pressureRatio; + else + fxData.slipTime -= Time.deltaTime; + fxData.slipTime = Mathf.Clamp(fxData.slipTime, 0.0f, limitIntensityTime); + + float slipTimeRatio = Mathf.InverseLerp(minIntensityTime, maxIntensityTime, fxData.slipTime); + + fxData.lastParticleTime = particleEmitter.EmitParticle( + position + positionRandom, + wheelData.velocity, + wheelData.tireSlip.y * wheelData.transform.forward, + pressureRatio, + skidRatio * slipTimeRatio, + fxData.lastParticleTime + ); + } + else + { + // No particles set up for this material. Assume is not a "heating material" + // and "cold down" the tire surface. + + fxData.slipTime -= Time.deltaTime; + if (fxData.slipTime < 0.0f) fxData.slipTime = 0.0f; + } + } + } +} diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleTireEffects.cs.meta b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleTireEffects.cs.meta new file mode 100644 index 00000000..f098f26b --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleTireEffects.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d7ba00a1fe595724494a2644b5446ea0 +timeCreated: 1435666941 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleViewConfig.cs b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleViewConfig.cs new file mode 100644 index 00000000..4da4cde2 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleViewConfig.cs @@ -0,0 +1,35 @@ +//------------------------------------------------------------------------------------------------ +// Edy's Vehicle Physics +// (c) Angel Garcia "Edy" - Oviedo, Spain +// http://www.edy.es +//------------------------------------------------------------------------------------------------ + +using UnityEngine; + +namespace EVP +{ + +public class VehicleViewConfig : MonoBehaviour + { + public Transform lookAtPoint; + public Transform driverView; + + public float viewDistance = 10.0f; + public float viewHeight = 3.5f; + public float viewDamping = 3.0f; + public float viewMinDistance = 3.8f; + public float viewMinHeight = 0.0f; + + public float targetDiameter { get; private set; } + + + void Awake () + { + Bounds b = new Bounds(transform.position, Vector3.zero); + foreach (Renderer r in GetComponentsInChildren()) + b.Encapsulate(r.bounds); + + targetDiameter = (b.size.x + b.size.y + b.size.z) / 3.0f; + } + } +} \ No newline at end of file diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleViewConfig.cs.meta b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleViewConfig.cs.meta new file mode 100644 index 00000000..0bd4d597 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleViewConfig.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 3701632bb9aec654bbac0ba63a2956a7 +timeCreated: 1427668366 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleVisualEffects.cs b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleVisualEffects.cs new file mode 100644 index 00000000..90cb7bd6 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Scripts/VehicleVisualEffects.cs @@ -0,0 +1,64 @@ +using UnityEngine; +using System.Collections; + +namespace EVP +{ + +[RequireComponent(typeof(VehicleController))] +public class VehicleVisualEffects : MonoBehaviour + { + [Header("Steering wheel")] + public Transform steeringWheel; + public float degreesOfRotation = 420.0f; + + [Header("Brake lights")] + public Renderer brakesRenderer; + public int brakesMaterialIndex; + public Material brakesOnMaterial; + public Material brakesOffMaterial; + + + VehicleController m_vehicle; + bool m_prevBrakes = false; + + + void OnEnable () + { + m_vehicle = GetComponent(); + } + + + void Update () + { + // Steering wheel rotation + + if (steeringWheel != null) + { + Vector3 angles = steeringWheel.localEulerAngles; + + if (m_vehicle.maxSteerAngle > 0.0f) + angles.z = -0.5f * degreesOfRotation * m_vehicle.steerAngle / m_vehicle.maxSteerAngle; + else + angles.z = 0.0f; + + steeringWheel.localEulerAngles = angles; + } + + // Brake lights + + bool brakes = m_vehicle.brakeInput > 0.1f; + if (brakes != m_prevBrakes) + { + if (brakesRenderer != null && brakesMaterialIndex >= 0 && brakesMaterialIndex < brakesRenderer.sharedMaterials.Length) + { + Material[] materialsCopy = 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Particles Alpha Blended Shadows.shader @@ -0,0 +1,114 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "Custom/EVP Particles Alpha Blended Shadows" +{ +Properties + { + _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) + _MainTex ("Particle Texture", 2D) = "white" {} + _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 + _ShadowRange ("Shadow Range", Range(0.0, 1.0)) = 0.49 + _ShadowBoost ("Shadow Boost", Range(0.0, 10.0)) = 1 + } + +SubShader + { + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + Blend SrcAlpha OneMinusSrcAlpha + AlphaTest Greater .01 + ColorMask RGB + Cull Off Lighting Off ZWrite Off + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_particles + #pragma multi_compile_fog + + #include "UnityCG.cginc" + + sampler2D _MainTex; + fixed4 _TintColor; + + struct appdata_t + { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + UNITY_FOG_COORDS(1) + #ifdef SOFTPARTICLES_ON + float4 projPos : TEXCOORD2; + #endif + }; + + float4 _MainTex_ST; + + v2f vert (appdata_t v) + { + v2f o; + o.vertex = UnityObjectToClipPos(v.vertex); + #ifdef SOFTPARTICLES_ON + o.projPos = ComputeScreenPos (o.vertex); + COMPUTE_EYEDEPTH(o.projPos.z); + #endif + o.color = v.color; + o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); + UNITY_TRANSFER_FOG(o,o.vertex); + return o; + } + + sampler2D_float _CameraDepthTexture; + float _InvFade; + + fixed4 frag (v2f i) : SV_Target + { + #ifdef SOFTPARTICLES_ON + float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); + float partZ = i.projPos.z; + float fade = saturate (_InvFade * (sceneZ-partZ)); + i.color.a *= fade; + #endif + + fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord); + UNITY_APPLY_FOG(i.fogCoord, col); + return col; + } + ENDCG + } + + // Shadow rendering pass + Pass + { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + + ZWrite On ZTest LEqual + + CGPROGRAM + #pragma target 3.0 + // TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT + #pragma exclude_renderers gles + + // ------------------------------------- + + #define _ALPHABLEND_ON 1 + + #pragma vertex vertShadowCaster + #pragma fragment fragShadowCaster + + #include "EVPParticleShadows.cginc" + ENDCG + } + } + + Fallback "Particles/Alpha Blended" +} diff --git a/U3D_DrivingSystem/Assets/EVP5/Visual Effects/Shaders/EVP Particles Alpha Blended Shadows.shader.meta b/U3D_DrivingSystem/Assets/EVP5/Visual Effects/Shaders/EVP Particles Alpha Blended Shadows.shader.meta new file mode 100644 index 00000000..4a09a6e5 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Visual Effects/Shaders/EVP Particles Alpha Blended Shadows.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 04c0d58e883532c4590bce14b1be25c0 +timeCreated: 1437661112 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/Visual Effects/Shaders/EVP Tire Marks Bump.shader b/U3D_DrivingSystem/Assets/EVP5/Visual Effects/Shaders/EVP Tire Marks Bump.shader new file mode 100644 index 00000000..764c2c9c --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Visual Effects/Shaders/EVP Tire Marks Bump.shader @@ -0,0 +1,70 @@ +Shader "Custom/EVP Tire Marks Bump" +{ + +Properties + { + _Color ("Color", Color) = (1,1,1,1) + _MainTex ("Albedo (RGB)", 2D) = "white" {} + _BumpMap ("Normal Map", 2D) = "bump" {} + _BumpScale ("Normal Scale", Float) = 1.0 + _Glossiness ("Smoothness", Range(0,1)) = 0.5 + _Metallic ("Metallic", Range(0,1)) = 0.0 + } + +SubShader + { + Tags { "RenderType"="Opaque" "Queue"="Geometry+1" } + LOD 200 + + CGPROGRAM + // WARNING!! (Unity 5.1) + // Shader receives or not shadows depending on the Rendering Mode from the material + // (in the Standard Shader inspector) + // + // I.e: Selecting the Standard shader, then changing Rendering Mode to Fade, and selecting + // back this shader, then shadows won't be collected by objects using this material. + + #pragma surface surf Standard fullforwardshadows decal:blend vertex:vert + #pragma target 3.0 + + + fixed4 _Color; + sampler2D _MainTex; + sampler2D _BumpMap; + half _Glossiness; + half _Metallic; + half _BumpScale; + + + struct Input + { + float2 uv_MainTex; + float2 uv_BumpMap; + fixed4 vertexColor; + }; + + + void vert (inout appdata_full v, out Input o) + { + UNITY_INITIALIZE_OUTPUT(Input, o); + o.vertexColor = v.color; + } + + + void surf (Input IN, inout SurfaceOutputStandard o) + { + // Regular standard shader implementation, but alpha is read from the vertex color + + fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; + o.Albedo = c.rgb; + o.Normal = UnpackScaleNormal (tex2D (_BumpMap, IN.uv_BumpMap), _BumpScale); + + o.Metallic = _Metallic; + o.Smoothness = _Glossiness; + + o.Alpha = c.a * IN.vertexColor.a; + } + + ENDCG + } +} diff --git a/U3D_DrivingSystem/Assets/EVP5/Visual Effects/Shaders/EVP Tire Marks Bump.shader.meta b/U3D_DrivingSystem/Assets/EVP5/Visual Effects/Shaders/EVP Tire Marks Bump.shader.meta new file mode 100644 index 00000000..9898bce2 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Visual Effects/Shaders/EVP Tire Marks Bump.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1cdcb8b96b643194aa3c601dc09a58b1 +timeCreated: 1436139713 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/Visual Effects/Shaders/EVP Tire Marks Debug.shader b/U3D_DrivingSystem/Assets/EVP5/Visual Effects/Shaders/EVP Tire Marks Debug.shader new file mode 100644 index 00000000..e17da9d1 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Visual Effects/Shaders/EVP Tire Marks Debug.shader @@ -0,0 +1,56 @@ +Shader "Custom/EVP Tire Marks Debug" +{ + +Properties + { + _Color ("Color", Color) = (1,1,1,1) + _MainTex ("Albedo (RGB)", 2D) = "white" {} + _Glossiness ("Smoothness", Range(0,1)) = 0.5 + _Metallic ("Metallic", Range(0,1)) = 0.0 + } + +SubShader + { + Tags { "RenderType"="Opaque" } + LOD 200 + + CGPROGRAM + #pragma surface surf Standard fullforwardshadows vertex:vert + #pragma target 3.0 + + sampler2D _MainTex; + + struct Input + { + float2 uv_MainTex; + fixed4 vertexColor; + }; + + half _Glossiness; + half _Metallic; + fixed4 _Color; + + void vert (inout appdata_full v, out Input o) + { + UNITY_INITIALIZE_OUTPUT(Input, o); + o.vertexColor = v.color; + } + + void surf (Input IN, inout SurfaceOutputStandard o) + { + fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; + // o.Albedo = c.rgb; + o.Albedo = IN.vertexColor.aaa; + + o.Metallic = _Metallic; + o.Smoothness = _Glossiness; + + // o.Alpha = c.a * IN.vertexColor.a; + o.Alpha = 1; + } + + ENDCG + } + +FallBack "Diffuse" +} diff --git a/U3D_DrivingSystem/Assets/EVP5/Visual Effects/Shaders/EVP Tire Marks Debug.shader.meta b/U3D_DrivingSystem/Assets/EVP5/Visual Effects/Shaders/EVP Tire Marks Debug.shader.meta new file mode 100644 index 00000000..84230da9 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Visual Effects/Shaders/EVP Tire Marks Debug.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 852eccf91ccdfc343a2acef4f2f2eea5 +timeCreated: 1435861208 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/Visual Effects/Shaders/EVP Tire Marks.shader b/U3D_DrivingSystem/Assets/EVP5/Visual Effects/Shaders/EVP Tire Marks.shader new file mode 100644 index 00000000..67ad46c8 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Visual Effects/Shaders/EVP Tire Marks.shader @@ -0,0 +1,64 @@ +Shader "Custom/EVP Tire Marks" +{ + +Properties + { + _Color ("Color", Color) = (1,1,1,1) + _MainTex ("Albedo (RGB)", 2D) = "white" {} + _Glossiness ("Smoothness", Range(0,1)) = 0.5 + _Metallic ("Metallic", Range(0,1)) = 0.0 + } + +SubShader + { + Tags { "RenderType"="Opaque" "Queue"="Geometry+1" } + LOD 200 + + CGPROGRAM + // WARNING!! (Unity 5.1) + // Shader receives or not shadows depending on the Rendering Mode from the material + // (in the Standard Shader inspector) + // + // I.e: Selecting the Standard shader, then changing Rendering Mode to Fade, and selecting + // back this shader, then shadows won't be collected by objects using this material. + + #pragma surface surf Standard fullforwardshadows decal:blend vertex:vert + #pragma target 3.0 + + + fixed4 _Color; + sampler2D _MainTex; + half _Glossiness; + half _Metallic; + + + struct Input + { + float2 uv_MainTex; + fixed4 vertexColor; + }; + + + void vert (inout appdata_full v, out Input o) + { + UNITY_INITIALIZE_OUTPUT(Input, o); + o.vertexColor = v.color; + } + + + void surf (Input IN, inout SurfaceOutputStandard o) + { + // Regular standard shader implementation, but alpha is read from the vertex color + + fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; + o.Albedo = c.rgb; + + o.Metallic = _Metallic; + o.Smoothness = _Glossiness; + + o.Alpha = c.a * IN.vertexColor.a; + } + + ENDCG + } +} diff --git a/U3D_DrivingSystem/Assets/EVP5/Visual Effects/Shaders/EVP Tire Marks.shader.meta b/U3D_DrivingSystem/Assets/EVP5/Visual Effects/Shaders/EVP Tire Marks.shader.meta new file mode 100644 index 00000000..4807dcb4 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Visual Effects/Shaders/EVP Tire Marks.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a0ca43baa25f1d347b5e69f36d50ccb0 +timeCreated: 1435795582 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/Visual Effects/Shaders/EVPParticleShadows.cginc b/U3D_DrivingSystem/Assets/EVP5/Visual Effects/Shaders/EVPParticleShadows.cginc new file mode 100644 index 00000000..a623b76f --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Visual Effects/Shaders/EVPParticleShadows.cginc @@ -0,0 +1,114 @@ + +// Edy's Vehicle Physics +// Modified version of Unity's standard shadow pass for drawing shadows for particles in EVP. + + +#ifndef EVP_PARTICLE_SHADOW_INCLUDED +#define EVP_PARTICLE_SHADOW_INCLUDED + +// NOTE: had to split shadow functions into separate file, +// otherwise compiler gives trouble with LIGHTING_COORDS macro (in UnityStandardCore.cginc) + + +#include "UnityCG.cginc" +#include "UnityShaderVariables.cginc" +#include "UnityStandardConfig.cginc" + +// Do dithering for alpha blended shadows on SM3+/desktop; +// on lesser systems do simple alpha-tested shadows +#if defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON) + #if !((SHADER_TARGET < 30) || defined (SHADER_API_MOBILE) || defined(SHADER_API_D3D11_9X) || defined (SHADER_API_PSP2) || defined (SHADER_API_PSM)) + #define UNITY_STANDARD_USE_DITHER_MASK 1 + #endif +#endif + +// Need to output UVs in shadow caster, since we need to sample texture and do clip/dithering based on it +#if defined(_ALPHATEST_ON) || defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON) +#define UNITY_STANDARD_USE_SHADOW_UVS 1 +#endif + +// Has a non-empty shadow caster output struct (it's an error to have empty structs on some platforms...) +#if !defined(V2F_SHADOW_CASTER_NOPOS_IS_EMPTY) || defined(UNITY_STANDARD_USE_SHADOW_UVS) +#define UNITY_STANDARD_USE_SHADOW_OUTPUT_STRUCT 1 +#endif + + +half4 _TintColor; +half _Cutoff; +sampler2D _MainTex; +float4 _MainTex_ST; +#ifdef UNITY_STANDARD_USE_DITHER_MASK +sampler3D _DitherMaskLOD; +#endif +half _ShadowRange; +half _ShadowBoost; + +struct VertexInput +{ + float4 vertex : POSITION; + fixed4 color : COLOR; + float3 normal : NORMAL; + float2 uv0 : TEXCOORD0; +}; + +#ifdef UNITY_STANDARD_USE_SHADOW_OUTPUT_STRUCT +struct VertexOutputShadowCaster +{ + V2F_SHADOW_CASTER_NOPOS + #if defined(UNITY_STANDARD_USE_SHADOW_UVS) + float2 tex : TEXCOORD1; + #endif + fixed4 color : COLOR; +}; +#endif + + +// We have to do these dances of outputting SV_POSITION separately from the vertex shader, +// and inputting VPOS in the pixel shader, since they both map to "POSITION" semantic on +// some platforms, and then things don't go well. + + +void vertShadowCaster (VertexInput v, + #ifdef UNITY_STANDARD_USE_SHADOW_OUTPUT_STRUCT + out VertexOutputShadowCaster o, + #endif + out float4 opos : SV_POSITION) +{ + TRANSFER_SHADOW_CASTER_NOPOS(o,opos) + #if defined(UNITY_STANDARD_USE_SHADOW_UVS) + o.tex = TRANSFORM_TEX(v.uv0, _MainTex); + #endif + o.color = v.color; +} + +half4 fragShadowCaster ( + #ifdef UNITY_STANDARD_USE_SHADOW_OUTPUT_STRUCT + VertexOutputShadowCaster i + #endif + #ifdef UNITY_STANDARD_USE_DITHER_MASK + , UNITY_VPOS_TYPE vpos : VPOS + #endif + ) : SV_Target +{ + #if defined(UNITY_STANDARD_USE_SHADOW_UVS) + half alpha = tex2D(_MainTex, i.tex).a * _TintColor.a * i.color.a * _ShadowBoost; + #if defined(_ALPHATEST_ON) + clip (alpha - _Cutoff); + #endif + #if defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON) + #if defined(UNITY_STANDARD_USE_DITHER_MASK) + // Use dither mask for alpha blended shadows, based on pixel position xy + // and alpha level. Our dither texture is 4x4x16. + // half alphaRef = tex3D(_DitherMaskLOD, float3(vpos.xy*0.25,alpha*0.9375)).a; + half alphaRef = tex3D(_DitherMaskLOD, float3(vpos.xy*0.25, saturate(alpha*0.9375)*_ShadowRange)).a; + clip (alphaRef - 0.01); + #else + clip (alpha - _Cutoff); + #endif + #endif + #endif // #if defined(UNITY_STANDARD_USE_SHADOW_UVS) + + SHADOW_CASTER_FRAGMENT(i) +} + +#endif // UNITY_STANDARD_SHADOW_INCLUDED diff --git a/U3D_DrivingSystem/Assets/EVP5/Visual Effects/Shaders/EVPParticleShadows.cginc.meta b/U3D_DrivingSystem/Assets/EVP5/Visual Effects/Shaders/EVPParticleShadows.cginc.meta new file mode 100644 index 00000000..1196aa7d --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/Visual Effects/Shaders/EVPParticleShadows.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 907c941fb633d4b4fb11c1a8e15c5c18 +timeCreated: 1437667137 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git 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new file mode 100644 index 00000000..08b3b7c3 --- /dev/null +++ b/U3D_DrivingSystem/Assets/Script/BtClick.cs @@ -0,0 +1,65 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class BtClick : MonoBehaviour +{ + public Sprite clickSprite; + private Sprite defaultSprite; + + public CarType carType; + private Image image; + public event Action OnStartCompleted; + private void Awake() + { + image = this.GetComponent(); + defaultSprite = image.sprite; + } + + + private void Start() + { + switch (carType) + { + case CarType.首页: + GameManager.instance.home.Add(this.GetComponent()); + + break; + case CarType.车类型: + GameManager.instance.carType.Add(this.GetComponent()); + + break; + case CarType.天气: + GameManager.instance.weather.Add(this.GetComponent()); + + break; + case CarType.危险驾驶: + GameManager.instance.dangerDriving.Add(this.GetComponent()); + + break; + } + + + this.GetComponent