new maps and other improvements
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b02f14ee47
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@ -45,7 +45,7 @@ public partial class VeloXWheel
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_skidMark.CastShadows = false;
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_skidMark.Width = Width.MeterToInch() / 2;
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_skidMark.AutoCalculateNormals = false;
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_skidMark.SplineInterpolation = 4;
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_skidMark.SplineInterpolation = 1;
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go.Flags = go.Flags.WithFlag( GameObjectFlags.Hidden, true );
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go.Flags = go.Flags.WithFlag( GameObjectFlags.NotNetworked, true );
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SkidMarks.Enqueue( _skidMark );
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@ -1,4 +1,5 @@
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using Sandbox;
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using Sandbox.Utility;
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using System;
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namespace VeloX;
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@ -80,6 +81,7 @@ public partial class VeloXWheel : Component
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public void UpdateForce()
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{
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Vehicle.Body.ApplyForceAt( ContactPosition, FrictionForce + ContactNormal * Fz.MeterToInch() );
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FrictionForce = 0;
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}
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internal void StepPhys( VeloXBase vehicle, in float dt )
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@ -110,7 +112,6 @@ public partial class VeloXWheel : Component
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Compression = wheelTraceData.Compression / hitCount;
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ContactNormal = (wheelTraceData.ContactNormal / hitCount).Normal;
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ContactPosition = wheelTraceData.ContactPosition / hitCount;
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//DoSuspensionSounds( vehicle, (RestLength - Compression) * 0.8f);
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LastLength = RestLength - Compression;
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UpdateHitVariables();
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@ -119,11 +120,14 @@ public partial class VeloXWheel : Component
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else
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{
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IsOnGround = false;
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// Wheel is off the ground
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Compression = 0f;
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Fz = 0f;
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ContactNormal = Vector3.Up;
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ContactPosition = WorldPosition;
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LastLength = RestLength;
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UpdateHitVariables();
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UpdateFriction( dt );
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}
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}
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@ -131,8 +135,10 @@ public partial class VeloXWheel : Component
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private bool TraceWheel( VeloXBase vehicle, ref WheelTraceData wheelTraceData, Vector3 start, Vector3 end, float width, in float dt )
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{
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var trace = Scene.Trace
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SceneTraceResult trace;
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if ( IsOnGround && vehicle.TotalSpeed < 550 )
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{
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trace = Scene.Trace
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.FromTo( start, end )
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.Cylinder( width, Radius.MeterToInch() )
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.Rotated( vehicle.WorldRotation * CylinderOffset )
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@ -141,6 +147,28 @@ public partial class VeloXWheel : Component
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.WithCollisionRules( Vehicle.GameObject.Tags )
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.Run();
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if ( trace.StartedSolid )
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{
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trace = Scene.Trace
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.FromTo( start, end + Vehicle.WorldRotation.Down * Radius.MeterToInch() )
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.UseHitPosition( false )
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.IgnoreGameObjectHierarchy( Vehicle.GameObject )
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.WithCollisionRules( Vehicle.GameObject.Tags )
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.Run();
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trace.EndPosition += Vehicle.WorldRotation.Up * Math.Min( Radius.MeterToInch(), trace.Distance );
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}
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}
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else
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{
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trace = Scene.Trace
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.FromTo( start, end + Vehicle.WorldRotation.Down * Radius.MeterToInch() )
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.UseHitPosition( false )
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.IgnoreGameObjectHierarchy( Vehicle.GameObject )
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.WithCollisionRules( Vehicle.GameObject.Tags )
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.Run();
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trace.EndPosition += Vehicle.WorldRotation.Up * Math.Min( Radius.MeterToInch(), trace.Distance );
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}
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//DebugOverlay.Trace( trace, overlay: true );
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if ( trace.Hit )
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{
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@ -1,6 +1,4 @@
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using Sandbox;
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using System;
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using System.Diagnostics;
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using System.Linq;
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namespace VeloX;
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@ -26,10 +24,12 @@ internal sealed class WheelManager : GameObjectSystem
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var timeDelta = Time.Delta;
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Sandbox.Utility.Parallel.ForEach( wheels, item =>
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{
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if ( !item.IsProxy )
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if ( !item.IsProxy && item.IsValid() )
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item.DoPhysics( timeDelta );
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} );
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foreach ( var wheel in wheels )
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if ( !wheel.IsProxy && wheel.IsValid() )
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wheel.UpdateForce();
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//sw.Stop();
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@ -48,7 +48,7 @@ internal sealed class WheelManager : GameObjectSystem
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var timeDelta = Time.Delta;
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Sandbox.Utility.Parallel.ForEach( engines, item =>
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{
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if ( !item.IsProxy )
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if ( !item.IsProxy && item.IsValid() )
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item.UpdateEngine( timeDelta );
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} );
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//sw.Stop();
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@ -40,7 +40,7 @@ public partial class VeloXCar
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_sideArea = Dimensions.y * Dimensions.z * 0.8f;
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_forwardSpeed = LocalVelocity.x.InchToMeter();
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_sideSpeed = LocalVelocity.y.InchToMeter();
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longitudinalDragForce = 2 * RHO * _frontalArea * FrontalCd * (_forwardSpeed * _forwardSpeed) * (_forwardSpeed > 0 ? -1f : 1f);
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longitudinalDragForce = 0.5f * RHO * _frontalArea * FrontalCd * (_forwardSpeed * _forwardSpeed) * (_forwardSpeed > 0 ? -1f : 1f);
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lateralDragForce = 0.5f * RHO * _sideArea * SideCd * (_sideSpeed * _sideSpeed) * (_sideSpeed > 0 ? -1f : 1f);
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var force = new Vector3( longitudinalDragForce.MeterToInch(), lateralDragForce.MeterToInch(), 0 ).RotateAround( Vector3.Zero, WorldRotation );
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Body.ApplyForce( force );
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@ -38,11 +38,21 @@ public partial class VeloXCar : VeloXBase
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if ( Math.Abs( inputSteer ) < 0.1f )
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return;
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if ( Math.Abs( WorldRotation.Angles().roll ) < 70 )
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if ( IsOnGround && Math.Abs( WorldRotation.Roll() ) < 60 )
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return;
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var angVel = Body.AngularVelocity;
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var force = inputSteer * Mass * Math.Clamp( 1 - angVel.x / 50, 0, 1 ) * 0.05f;
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var angVel = Body.WorldTransform.PointToLocal( WorldPosition + Body.AngularVelocity );
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float maxAngularVelocity = 2.0f;
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float velocityFactor = 1.0f - Math.Clamp( Math.Abs( angVel.x ) / maxAngularVelocity, 0f, 1f );
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if ( velocityFactor <= 0.01f )
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return;
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var force = inputSteer * velocityFactor * 150;
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Body.AngularVelocity -= Body.WorldRotation.Forward * force * dt;
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}
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}
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