Add advanced hovercar movement

This commit is contained in:
John Wigner 2025-01-30 12:23:18 -05:00
parent 94378c6d82
commit 85d56ac277
73 changed files with 2253 additions and 343 deletions

1
.gitignore vendored
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/[Bb]uilds/ /[Bb]uilds/
/[Ll]ogs/ /[Ll]ogs/
/[Uu]ser[Ss]ettings/ /[Uu]ser[Ss]ettings/
/Assets/TextMesh Pro/
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using UnityEngine;
public class StableHovercarController : MonoBehaviour
{
public float hoverHeight = 3.0f; // Fixed height above terrain
public float positionAdjustmentSpeed = 10.0f; // How quickly the vehicle adjusts its position
public float raycastDistance = 10.0f; // How far the raycast searches for terrain
public LayerMask terrainLayer;
public float movementSpeed = 10.0f;
public float rotationSpeed = 100.0f;
public float leanLimit = 10.0f;
public float leanTime = 100.0f;
public GameObject playerModel = null;
private Rigidbody rb;
void Start()
{
rb = GetComponent<Rigidbody>();
rb.useGravity = false; // Disable gravity for stability
}
void FixedUpdate()
{
RaycastHit hit;
Vector3 rayOrigin = transform.position;
// Cast a ray downward to detect the terrain
if (Physics.Raycast(rayOrigin, -transform.up, out hit, raycastDistance, terrainLayer))
{
// Get the mesh and triangle vertices from the hit object
Mesh mesh = hit.collider.GetComponent<MeshFilter>().mesh;
int triangleIndex = hit.triangleIndex;
int vertex1Index = mesh.triangles[triangleIndex * 3 + 0];
int vertex2Index = mesh.triangles[triangleIndex * 3 + 1];
int vertex3Index = mesh.triangles[triangleIndex * 3 + 2];
// Get the vertices of the triangle in world space
Vector3 localVertex1 = mesh.vertices[vertex1Index];
Vector3 localVertex2 = mesh.vertices[vertex2Index];
Vector3 localVertex3 = mesh.vertices[vertex3Index];
Vector3 worldVertex1 = hit.collider.transform.TransformPoint(localVertex1);
Vector3 worldVertex2 = hit.collider.transform.TransformPoint(localVertex2);
Vector3 worldVertex3 = hit.collider.transform.TransformPoint(localVertex3);
// Interpolate the exact hover point using barycentric coordinates
Vector3 interpolatedPoint = worldVertex1 * hit.barycentricCoordinate.x +
worldVertex2 * hit.barycentricCoordinate.y +
worldVertex3 * hit.barycentricCoordinate.z;
// Interpolate the surface normal using barycentric coordinates
Vector3 localNormal1 = mesh.normals[vertex1Index];
Vector3 localNormal2 = mesh.normals[vertex2Index];
Vector3 localNormal3 = mesh.normals[vertex3Index];
Vector3 worldNormal1 = hit.collider.transform.TransformDirection(localNormal1);
Vector3 worldNormal2 = hit.collider.transform.TransformDirection(localNormal2);
Vector3 worldNormal3 = hit.collider.transform.TransformDirection(localNormal3);
Vector3 interpolatedNormal = worldNormal1 * hit.barycentricCoordinate.x +
worldNormal2 * hit.barycentricCoordinate.y +
worldNormal3 * hit.barycentricCoordinate.z;
interpolatedNormal.Normalize(); // Ensure the normal is properly normalized
// Calculate the target hover position above the terrain
Vector3 targetPosition = interpolatedPoint + interpolatedNormal * hoverHeight;
// Smoothly move the vehicle to the target hover position
transform.position = Vector3.Lerp(transform.position, targetPosition, Time.fixedDeltaTime * positionAdjustmentSpeed);
// Align the vehicle's up direction with the interpolated surface normal
Quaternion targetRotation = Quaternion.FromToRotation(transform.up, interpolatedNormal) * transform.rotation;
// Smoothly rotate the vehicle to align with the surface
rb.rotation = Quaternion.Slerp(rb.rotation, targetRotation, Time.fixedDeltaTime * 5.0f);
}
// Basic movement controls (WSAD / arrow keys)
float move = Input.GetAxis("Vertical") * movementSpeed;
float turn = Input.GetAxis("Horizontal") * rotationSpeed;
rb.linearVelocity = transform.forward * move;
rb.angularVelocity = transform.up * turn * Mathf.Deg2Rad;
}
}

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