Merge pull request #5 from JohnSWigner/kart
Add advanced hovercar movement
This commit is contained in:
commit
c7293820ec
.gitignore
Assets
Art
Models
Track.meta
Track
Sprites/Menu/Buttons
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Scenes
Scripts/Kart
TextMesh Pro/Examples & Extras
Fonts.meta
Fonts
Anton OFL.txtAnton OFL.txt.metaAnton.ttfAnton.ttf.metaBangers - OFL.txtBangers - OFL.txt.metaBangers.ttfBangers.ttf.metaElectronic Highway Sign.TTFElectronic Highway Sign.TTF.metaOswald-Bold - OFL.txtOswald-Bold - OFL.txt.metaOswald-Bold.ttfOswald-Bold.ttf.metaRoboto-Bold - AFL.txtRoboto-Bold - AFL.txt.metaRoboto-Bold - License.txtRoboto-Bold - License.txt.metaRoboto-Bold.ttfRoboto-Bold.ttf.metaUnity - OFL.txtUnity - OFL.txt.metaUnity.ttfUnity.ttf.meta
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7
Assets/Scenes/TestTrack.unity.meta
Normal file
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 @@
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||||
using UnityEngine;
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||||
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public class StableHovercarController : MonoBehaviour
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{
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public float hoverHeight = 3.0f; // Fixed height above terrain
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public float positionAdjustmentSpeed = 10.0f; // How quickly the vehicle adjusts its position
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public float raycastDistance = 10.0f; // How far the raycast searches for terrain
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public LayerMask terrainLayer;
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public float movementSpeed = 10.0f;
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public float rotationSpeed = 100.0f;
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public float leanLimit = 10.0f;
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public float leanTime = 100.0f;
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public GameObject playerModel = null;
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private Rigidbody rb;
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void Start()
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{
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rb = GetComponent<Rigidbody>();
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rb.useGravity = false; // Disable gravity for stability
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}
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void FixedUpdate()
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{
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RaycastHit hit;
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Vector3 rayOrigin = transform.position;
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// Cast a ray downward to detect the terrain
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if (Physics.Raycast(rayOrigin, -transform.up, out hit, raycastDistance, terrainLayer))
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{
|
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// Get the mesh and triangle vertices from the hit object
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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];
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int vertex3Index = mesh.triangles[triangleIndex * 3 + 2];
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// Get the vertices of the triangle in world space
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Vector3 localVertex1 = mesh.vertices[vertex1Index];
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Vector3 localVertex2 = mesh.vertices[vertex2Index];
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Vector3 localVertex3 = mesh.vertices[vertex3Index];
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Vector3 worldVertex1 = hit.collider.transform.TransformPoint(localVertex1);
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Vector3 worldVertex3 = hit.collider.transform.TransformPoint(localVertex3);
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// Interpolate the exact hover point using barycentric coordinates
|
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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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|
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||||
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||||
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|
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||||
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||||
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|
||||
|
||||
APPENDIX: How to apply the Apache License to your work.
|
||||
|
||||
To apply the Apache License to your work, attach the following
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||||
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||||
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||||
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||||
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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-----------------------------------------------------------
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PREAMBLE
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The goals of the Open Font License (OFL) are to stimulate worldwide
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efforts of academic and linguistic communities, and to provide a free and
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however, cannot be released under any other type of license. The
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requirement for fonts to remain under this license does not apply
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to any document created using the fonts or their derivatives.
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"Font Software" refers to the set of files released by the Copyright
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2) Original or Modified Versions of the Font Software may be bundled,
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|
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|
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DISCLAIMER
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THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
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INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
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