Add advanced hovercar movement
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863
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7
Assets/Scenes/TestTrack.unity.meta
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85
Assets/Scripts/Kart/HovercarController.cs
Normal file
85
Assets/Scripts/Kart/HovercarController.cs
Normal file
@ -0,0 +1,85 @@
|
|||||||
|
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;
|
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|
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||||||
|
public GameObject playerModel = null;
|
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|
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||||||
|
private Rigidbody rb;
|
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|
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||||||
|
void Start()
|
||||||
|
{
|
||||||
|
rb = GetComponent<Rigidbody>();
|
||||||
|
rb.useGravity = false; // Disable gravity for stability
|
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|
}
|
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|
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||||||
|
void FixedUpdate()
|
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|
{
|
||||||
|
RaycastHit hit;
|
||||||
|
Vector3 rayOrigin = transform.position;
|
||||||
|
|
||||||
|
// Cast a ray downward to detect the terrain
|
||||||
|
if (Physics.Raycast(rayOrigin, -transform.up, out hit, raycastDistance, terrainLayer))
|
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|
{
|
||||||
|
// Get the mesh and triangle vertices from the hit object
|
||||||
|
Mesh mesh = hit.collider.GetComponent<MeshFilter>().mesh;
|
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|
int triangleIndex = hit.triangleIndex;
|
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|
int vertex1Index = mesh.triangles[triangleIndex * 3 + 0];
|
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|
int vertex2Index = mesh.triangles[triangleIndex * 3 + 1];
|
||||||
|
int vertex3Index = mesh.triangles[triangleIndex * 3 + 2];
|
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|
|
||||||
|
// 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;
|
||||||
|
}
|
||||||
|
}
|
2
Assets/Scripts/Kart/HovercarController.cs.meta
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2
Assets/Scripts/Kart/HovercarController.cs.meta
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Loading…
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Reference in New Issue
Block a user