using System.Collections; using System.Collections.Generic; using UnityEngine; public class Car { private Route route; public Road road; private int roadIndex = 0; public float roadPositon = 0f, speed = 0f, airResistance; private GameObject gameObject; public Config config; public Vector3 position, direction; public bool isAlive = true; private CarData carData; private float brakingTime, brakingDistance; private static float g = - Physics.gravity.y; private static float breakawayAcceleration = 0.9f * g * (float) Mathf.Sqrt(2) / 2f, rollingAcceleration = 0.02f * g; public Car(Route route, Transform parent, Config config) { this.route = route; this.config = config; road = route.roads[0]; foreach (Road currentRoad in route.roads) { currentRoad.carsOnRoute.Add(this); } airResistance = config.carAirResistanceModifier * config.carFrontalArea * config.airDensity * 0.5f; setupGameObject(parent); position = road.path.getPosition(0f); } private void setupGameObject(Transform parent) { gameObject = new GameObject(); FlatCircleRenderer renderer = new FlatCircleRenderer(0.8f, 0.2f, 32, 0.01f); MeshRenderer meshRenderer = gameObject.AddComponent<MeshRenderer>(); meshRenderer.material = config.carAccelerationMaterial; meshRenderer.receiveShadows = false; gameObject.AddComponent<MeshFilter>().mesh = renderer.mesh; gameObject.transform.parent = parent; GameObject carMesh = new GameObject(); carMesh.AddComponent<MeshRenderer>().material = config.carMaterial; carMesh.AddComponent<MeshFilter>().mesh = config.carMesh; carMesh.transform.parent = gameObject.transform; carData = gameObject.AddComponent<CarData>(); carData.car = this; } private void updateBrakingParameters() { float B = - airResistance; float A = - rollingAcceleration - breakawayAcceleration; float sqrtAB = Mathf.Sqrt(A * B); float sqrtAbyB = Mathf.Sqrt(A / B); float offset = Mathf.Atan(1f / sqrtAbyB * speed); brakingTime = offset; brakingDistance = ((float)(Mathf.Log((float)System.Math.Cosh(sqrtAB * brakingTime - offset)) - Mathf.Log((float)System.Math.Cosh(offset)))) / B; } private void incrementRoad() { road.carsOnRoute.Remove(this); roadPositon -= road.path.length; roadIndex++; if (roadIndex == route.roads.Count) { GameObject.Destroy(gameObject); road.carsOnRoute.Remove(this); isAlive = false; return; } road = route.roads[roadIndex]; } private float getMaxSpeed(Road road, float distance) { return Mathf.Sqrt((float)(Mathf.Abs(road.path.getRadius(road.path.getT(distance)))) * breakawayAcceleration); } private bool needsBraking(float totalDistance, float maxSpeed) { float B = - airResistance; float A = - rollingAcceleration - breakawayAcceleration; float sqrtAB = Mathf.Sqrt(A * B); float sqrtAbyB = Mathf.Sqrt(A / B); float sqrtBbyA = 1 / sqrtAbyB; float offset = Mathf.Atan(sqrtBbyA * speed); float time = (offset - Mathf.Atan(sqrtBbyA * maxSpeed)) / sqrtAB; float distance = (-Mathf.Log(Mathf.Cos(sqrtAB * time - offset)) + Mathf.Log(Mathf.Cos(offset))) / B; return totalDistance <= distance; } private bool needsBrakingForCar(Car car) { if (roadIndex == route.roads.Count - 1) { return false; } if (Vector3.Distance(position, car.position) > 10f) { return false; } Road conflict = car.road; float otherDistance = conflict.path.length - car.roadPositon; for (int i = car.roadIndex; !this.route.roads.Contains(conflict) && i < car.route.roads.Count;) { i++; conflict = car.route.roads[i]; otherDistance += conflict.path.length; } otherDistance -= conflict.path.length; float thisDistance = - this.roadPositon; for (int i = this.roadIndex ; i < this.route.roads.Count && this.route.roads[i] != conflict; i++) { thisDistance += this.route.roads[i].path.length; } float time = Mathf.Max(0.5f, thisDistance / speed); float otherTraveledDistance = car.speed * time; float currentCarDistance = thisDistance - otherDistance; float projectedDistance = otherTraveledDistance - otherDistance; float savetyDistance = 3f + speed * 1.8f; if (currentCarDistance < 0 || currentCarDistance > car.brakingDistance + savetyDistance) { return false; } if (currentCarDistance > 0 && currentCarDistance < savetyDistance || projectedDistance > 0 && projectedDistance < savetyDistance) { Debug.DrawLine(position + 1.5f * Vector3.up, car.position + 2 * Vector3.up, Color.blue, 0f, false); return true; } if (needsBraking(Mathf.Min(projectedDistance, currentCarDistance) - savetyDistance, car.speed)) { Debug.DrawLine(position + 1.5f * Vector3.up, car.position + 2 * Vector3.up, Color.red, 0f, false); return true; } return false; } private bool isBraking() { float stoppingDistance = brakingDistance + 3f; Road currentRoad = road; float currentRoadPosition = roadPositon; int currentRoadIndex = roadIndex; int steps = 30; for (int i = 1; i <= steps; i++) { currentRoadPosition += stoppingDistance / steps; float totalDistance = stoppingDistance / steps * i; while (currentRoadPosition >= currentRoad.path.length) { currentRoadIndex++; if (currentRoadIndex == route.roads.Count) { goto end; } currentRoadPosition -= currentRoad.path.length; currentRoad = route.roads[currentRoadIndex]; } if (needsBraking(totalDistance, getMaxSpeed(currentRoad, currentRoadPosition))) { return true; } if (currentRoad != road && currentRoad.nodes[0] is CustomNode && !((CustomNode)currentRoad.nodes[0]).isPassable && needsBraking(totalDistance - 2f, 0f)) { return true; } } end: List<Car> carsToCheck = new List<Car>(); for (int i = this.roadIndex; i < this.route.roads.Count; i++) { foreach (Car car in this.route.roads[i].carsOnRoute) { if (!carsToCheck.Contains(car)) { carsToCheck.Add(car); } } } foreach (Car car in carsToCheck) { if (car != this && needsBrakingForCar(car)) { return true; } } return false; } private static float atanh(float x) { return 0.5f * (Mathf.Log(1 + x) - Mathf.Log(1 - x)); } private void applyAcceleration(float A, float B, float deltaT) { if (A * B > 0) { if (speed == 0) { return; } float sqrtAB = Mathf.Sqrt(A * B); float sqrtAbyB = Mathf.Sqrt(A / B); float offset = Mathf.Atan(1f / sqrtAbyB * speed); speed = - sqrtAbyB * Mathf.Tan(sqrtAB * deltaT - offset); roadPositon += (-Mathf.Log(Mathf.Cos(sqrtAB * deltaT - offset)) + Mathf.Log(Mathf.Cos(offset))) / B; } else { float sqrtAB = Mathf.Sqrt(-A * B); float sqrtAbyB = Mathf.Sqrt(-A / B); float offset = atanh(1.0f / sqrtAbyB * speed); speed = sqrtAbyB * (float) System.Math.Tanh(sqrtAB * deltaT + offset); roadPositon += ((float)(Mathf.Log((float)System.Math.Cosh(sqrtAB * deltaT - offset)) - Mathf.Log((float)System.Math.Cosh(offset)))) / B; } } public void step(float deltaTime) { airResistance = config.carAirResistanceModifier * config.carFrontalArea * config.airDensity * 0.5f / config.carMass; updateBrakingParameters(); float B = - airResistance; float A = - rollingAcceleration; if (isBraking()) { gameObject.GetComponent<MeshRenderer>().material = config.carBrakingMaterial; A -= breakawayAcceleration; } else { gameObject.GetComponent<MeshRenderer>().material = config.carAccelerationMaterial; if (speed > 0) { A += Mathf.Min(config.power / speed / config.carMass, breakawayAcceleration); } else { A += 1f; } } applyAcceleration(A, B, deltaTime); speed = Mathf.Max(0, speed); while (roadPositon > road.path.length) { incrementRoad(); } float t = road.path.getT(roadPositon); position = road.path.getPosition(t); direction = road.path.getDirection(t); direction.Normalize(); } }