유니티에서 자동차의 핸드 브레이크(사이드 브레이크)의 적용 효과
앞선 내용 참고 : http://micropilot.tistory.com/category/Unity3D%20Car/Wheel%20Suspension
자동차의 핸드 브레이크를 작동하면 뒷 바퀴의 제동이 적용되어 전체 제동거리가 짧아지게 된다. 즉, 보다 빨리 멈출 수 있게 된다
Car.cs
using UnityEngine;
using System.Collections;
public class Car : MonoBehaviour {
// 자동차 바퀴 방향조종을 위한 Transform 4개
public Transform tireTransformFL;
public Transform tireTransformFR;
public Transform tireTransformRL;
public Transform tireTransformRR;
public Transform colliderParentFR;
public Transform colliderParentFL;
public Transform colliderParentRR;
public Transform colliderParentRL;
public WheelCollider colliderFR;
public WheelCollider colliderFL;
public WheelCollider colliderRR;
public WheelCollider colliderRL;
// 바퀴 회전을 위한 Transform
public Transform wheelTransformFL;
public Transform wheelTransformFR;
public Transform wheelTransformRL;
public Transform wheelTransformRR;
// 속도에 따라서 방향전환율을 다르게 적용하기 위한 준비
public float highestSpeed = 500f;
public float lowSpeedSteerAngle = 0.1f;
public float highSpeedStreerAngle = 25f;
// 감속량
public float decSpeed = 7f;
// 속도제한을 위한 변수들
public float currentSpeed;
public float maxSpeed = 350f; // 전진 최고속도
public float maxRevSpeed = 100f; // 후진 최고속도
// 백라이트 조정
public GameObject brakeLight;
public GameObject reverseLight;
public Material backBrakeIdle;
public Material backBrakeLight;
public Material backReverseIdle;
public Material backReverseLight;
public int maxTorque = 10;
private float prevSteerAngle;
private bool bHandBraked = false;
// Use this for initialization
void Start () {
rigidbody.centerOfMass = new Vector3(0,-0.9f,0.5f); // 무게중심이 높으면 차가 쉽게 전복된다
}
// Update is called once per frame
void FixedUpdate () {
HandBrake ();
Control ();
}
void Update() {
// 앞바퀴 2개를 이동방향으로 향하기
tireTransformFL.Rotate (Vector3.up, colliderFL.steerAngle-prevSteerAngle, Space.World);
tireTransformFR.Rotate (Vector3.up, colliderFR.steerAngle-prevSteerAngle, Space.World);
prevSteerAngle = colliderFR.steerAngle;
WheelSuspension();
}
void Control() {
// 최고속도 제한
// WheelCollider.rpm 전진:+, 후진:-
currentSpeed = 2 * 3.14f * colliderRL.radius * colliderRL.rpm * 60 / 1000;
float direction = Input.GetAxis("Vertical"); //전진:0.1~1, 후진:-0.1~-1
//print ("direction:" + direction);
float torque = maxTorque * direction;
if(!bHandBraked && direction>0 && currentSpeed<maxSpeed) {
//print ("전진");
colliderFR.motorTorque = torque;
colliderFL.motorTorque = torque;
}else if(!bHandBraked && direction<0 && Mathf.Abs(currentSpeed)<maxRevSpeed) {
//print ("후진");
colliderFR.motorTorque = torque;
colliderFL.motorTorque = torque;
}else{
colliderFR.motorTorque = 0;
colliderFL.motorTorque = 0;
}
BackLight ();
// 전후진 키를 누르지 않으면 제동이 걸리도록 한다
if (!Input.GetButton ("Vertical")) {
colliderRR.brakeTorque = decSpeed;
colliderRL.brakeTorque = decSpeed;
reverseLight.renderer.material = backReverseIdle;
brakeLight.renderer.material = backBrakeLight;
} else {
colliderRR.brakeTorque = 0;
colliderRL.brakeTorque = 0;
}
// 속도에 따라 방향전환율을 달리 적용하기 위한 계산
float speedFactor = rigidbody.velocity.magnitude / highestSpeed;
/** Mathf.Lerp(from, to, t) : Linear Interpolation(선형보간)
* from:시작값, to:끝값, t:중간값(0.0 ~ 1.0)
* t가 0이면 from을 리턴, t가 1이면 to 를 리턴함, 0.5라면 from, to 의 중간값이 리턴됨
*/
float steerAngle = Mathf.Lerp (lowSpeedSteerAngle, highSpeedStreerAngle, 1/speedFactor);
//print ("steerAngle:" + steerAngle);
steerAngle *= Input.GetAxis("Horizontal");
//좌우 방향전환
colliderFR.steerAngle = steerAngle;
colliderFL.steerAngle = steerAngle;
// 바퀴회전효과
wheelTransformFL.Rotate (-colliderFL.rpm/60*360 * Time.fixedDeltaTime, 0, 0);
wheelTransformFR.Rotate (-colliderFR.rpm/60*360 * Time.fixedDeltaTime, 0, 0);
wheelTransformRL.Rotate (-colliderRL.rpm/60*360 * Time.fixedDeltaTime, 0, 0);
wheelTransformRR.Rotate (-colliderRR.rpm/60*360 * Time.fixedDeltaTime, 0, 0);
}
// 브레이크 등, 후진 등 점멸제어
void BackLight() {
float direction = Input.GetAxis("Vertical"); //전진:0.1~1, 후진:-0.1~-1, 아무키도 안눌리면:0
if (direction==1) { //전진
reverseLight.renderer.material = backReverseIdle;
brakeLight.renderer.material = backBrakeIdle;
} else if (direction==-1) { //후진
reverseLight.renderer.material = backReverseLight;
brakeLight.renderer.material = backBrakeIdle;
}
if (!Input.GetButton ("Vertical") || bHandBraked) {
reverseLight.renderer.material = backReverseIdle;
brakeLight.renderer.material = backBrakeLight;
}
}
private RaycastHit hit;
private Vector3 wheelPos;
void WheelSuspension() {
if(Physics.Raycast(colliderFR.transform.position, -colliderFR.transform.up,
out hit,colliderFR.radius+colliderFR.suspensionDistance)){
wheelPos = hit.point +(colliderFR.radius * colliderFR.transform.up);
print ("지면 충돌");
}else{
wheelPos = colliderFR.transform.position - (colliderFR.transform.up * colliderFR.suspensionDistance);
print ("충돌 아님");
}
wheelPos.y +=3f; // 정상적인 모델이라면 이부분이 없어도 됨
tireTransformFR.position = wheelPos;
if(Physics.Raycast(colliderFL.transform.position, -colliderFL.transform.up,
out hit,colliderFL.radius+colliderFL.suspensionDistance)){
wheelPos = hit.point + (colliderFL.radius * colliderFL.transform.up);
}else{
wheelPos = colliderFL.transform.position - (colliderFL.transform.up * colliderFL.suspensionDistance);
}
wheelPos.y +=3f;
tireTransformFL.position = wheelPos;
if(Physics.Raycast(colliderRL.transform.position, -colliderRL.transform.up,
out hit,colliderRL.radius+colliderRL.suspensionDistance)){
wheelPos = hit.point + (colliderRL.radius * colliderRL.transform.up);
}else{
wheelPos = colliderRL.transform.position - (colliderRL.transform.up * colliderRL.suspensionDistance);
}
wheelPos.y +=3f;
tireTransformRL.position = wheelPos;
if(Physics.Raycast(colliderRR.transform.position, -colliderRR.transform.up,
out hit,colliderRR.radius+colliderRR.suspensionDistance)){
wheelPos = hit.point + (colliderRR.radius * colliderRR.transform.up);
}else{
wheelPos = colliderRR.transform.position - (colliderRR.transform.up * colliderRR.suspensionDistance);
}
wheelPos.y +=3f;
tireTransformRR.position = wheelPos;
}
void HandBrake(){
if(Input.GetButton("Jump")) {
bHandBraked = true;
//print ("핸드브레이크 작동");
colliderFL.motorTorque = 0;
colliderFR.motorTorque = 0;
colliderFL.brakeTorque = 100;
colliderFR.brakeTorque = 100;
colliderRL.brakeTorque = 100;
colliderRR.brakeTorque = 100;
}else{
colliderFL.brakeTorque = 0;
colliderFR.brakeTorque = 0;
colliderRL.brakeTorque = 0;
colliderRR.brakeTorque = 0;
bHandBraked = false;
//print ("핸드브레이크 해제");
}
}
}