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Suspension.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode()]
public class Suspension : MonoBehaviour
{
[Range(0,20)]
public float naturalFrequency = 10; // (Natural Frequency of the spring) Tendência de oscilação natural, (frequencia ressonante).
[Range(0, 3)]
public float dampingRatio = 0.5f; // Amortecimento
[Range(-1, 1)]
public float forceShift = 0.03f; // Normal force shift relativa a primeira lei de newton
public bool setSuspensionDistance = true;
void Update()
{
foreach(WheelCollider wheelcol in GetComponentsInChildren<WheelCollider>()){
JointSpring spring = wheelcol.suspensionSpring;
spring.spring = Mathf.Pow(Mathf.Sqrt(wheelcol.sprungMass) * naturalFrequency, 2);
spring.damper = 2 * dampingRatio * Mathf.Sqrt(spring.spring * wheelcol.sprungMass);
wheelcol.suspensionSpring = spring;
Vector3 wheelRelativeBody = transform.InverseTransformPoint(wheelcol.transform.position);
float distance = GetComponent<Rigidbody>().centerOfMass.y - wheelRelativeBody.y + wheelcol.radius;
wheelcol.forceAppPointDistance = distance - forceShift;
if(spring.targetPosition > 0 && setSuspensionDistance){
wheelcol.suspensionDistance = wheelcol.sprungMass * Physics.gravity.magnitude / (spring.targetPosition * spring.spring);
}
}
}
}