Unity3d 汽车物理系统

    

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     第一篇,就写个物理车的!

          首先,资料的来源!http://www.gotow.net/andrew/wordpress/?page_id=78在这个链接的底部有下载的链接,如果下载不 到,   我可以共享出来!

     第二部,开始一些翻译和讲解!

             1.物理车的碰撞!

            

             其中草绿色线条是车的两个包围盒!四个轮子加了四个车轮碰撞器(WheelCollider);

             2.物理车的层次结构关系

            

            根节点是PlayerCar,Colliders,就是第一张图中的两个包围盒

            WheelColliders的子物体就是四个车轮碰撞器!

            Wheels的子物体就是四个车轮!

    第三部份,代码注解:

           代码使用JS写的!

           首先是:PlayerCar_Script.js

           

View Code
 1 // ----------- CAR TUTORIAL SAMPLE PROJECT, ? Andrew Gotow 2009 -----------------
 2 
 3 // Here's the basic car script described in my tutorial at www.gotow.net/andrew/blog.
 4 // A Complete explaination of how this script works can be found at the link above, along
 5 // with detailed instructions on how to write one of your own, and tips on what values to 
 6 // assign to the script variables for it to work well for your application.
 7 
 8 // Contact me at Maxwelldoggums@Gmail.com for more information.
 9 //这些是外国人写的赛车例子,我个人认为非常好,是用JS写的!
10 //我来注解一下!
11 // These variables allow the script to power the wheels of the car.
12 //前左轮和前右轮
13 var FrontLeftWheel : WheelCollider;
14 var FrontRightWheel : WheelCollider;
15 // These variables are for the gears, the array is the list of ratios. The script
16 // uses the defined gear ratios to determine how much torque to apply to the wheels.
17 //齿轮转数系数
18 var GearRatio : float[];
19 //档位
20 var CurrentGear : int = 0;
21 // These variables are just for applying torque to the wheels and shifting gears.
22 // using the defined Max and Min Engine RPM, the script can determine what gear the
23 // car needs to be in.
24 //向前的动力
25 var EngineTorque : float = 600.0;
26 //引擎最大的转速
27 var MaxEngineRPM : float = 3000.0;
28 //引擎最小的转速
29 var MinEngineRPM : float = 1000.0;
30 private var EngineRPM : float = 0.0;
31 function Start () {
32     // I usually alter the center of mass to make the car more stable. I'ts less likely to flip this way.
33     //设置车的中心点,一般在车的底盘下,这样车行驶起来稳定,不会轻易翻车!
34     rigidbody.centerOfMass.y = -1.5;
35 }
36 function Update () {
37     // This is to limith the maximum speed of the car, adjusting the drag probably isn't the best way of doing it,
38     // but it's easy, and it doesn't interfere with the physics processing.
39     //设置车的阻力为 车的向前的速度的长度除以250
40     rigidbody.drag = rigidbody.velocity.magnitude / 250;
41     // Compute the engine RPM based on the average RPM of the two wheels, then call the shift gear function
42     //档位的转速值车
43     EngineRPM = (FrontLeftWheel.rpm + FrontRightWheel.rpm)/2 * GearRatio[CurrentGear];
44     ShiftGears();
45     // set the audio pitch to the percentage of RPM to the maximum RPM plus one, this makes the sound play
46     // up to twice it's pitch, where it will suddenly drop when it switches gears.
47     //音频源的音调 发动机的引擎转速越快,则音调越高!
48     audio.pitch = Mathf.Abs(EngineRPM / MaxEngineRPM) + 1.0 ;
49     // this line is just to ensure that the pitch does not reach a value higher than is desired.
50     //超过2.0则归位到2.0
51     if ( audio.pitch > 2.0 ) {
52         audio.pitch = 2.0;
53     }
54     // finally, apply the values to the wheels.    The torque applied is divided by the current gear, and
55     // multiplied by the user input variable.
56     //前面的两个轮子的力矩
57     FrontLeftWheel.motorTorque = EngineTorque / GearRatio[CurrentGear] * Input.GetAxis("Vertical");
58     FrontRightWheel.motorTorque = EngineTorque / GearRatio[CurrentGear] * Input.GetAxis("Vertical");    
59     Debug.Log(Input.GetAxis("Vertical"));
60     // the steer angle is an arbitrary value multiplied by the user input.
61     FrontLeftWheel.steerAngle = 10 * Input.GetAxis("Horizontal");
62     FrontRightWheel.steerAngle = 10 * Input.GetAxis("Horizontal");
63 }
64 //换档位
65 function ShiftGears() {
66     // this funciton shifts the gears of the vehcile, it loops through all the gears, checking which will make
67     // the engine RPM fall within the desired range. The gear is then set to this "appropriate" value.
68     //如果当前引擎的值大于最大引擎
69     if ( EngineRPM >= MaxEngineRPM ) {
70         var AppropriateGear : int = CurrentGear;
71         //则从0开始,往上查,如果左轮的rpm乘以齿轮数小于
72         for ( var i = 0; i < GearRatio.length; i ++ ) {
73             if ( FrontLeftWheel.rpm * GearRatio[i] < MaxEngineRPM ) {
74                 AppropriateGear = i;
75                 break;
76             }
77         }
78         
79         CurrentGear = AppropriateGear;
80     }
81     
82     if ( EngineRPM <= MinEngineRPM ) {
83         AppropriateGear = CurrentGear;
84         
85         for ( var j = GearRatio.length-1; j >= 0; j -- ) {
86             if ( FrontLeftWheel.rpm * GearRatio[j] > MinEngineRPM ) {
87                 AppropriateGear = j;
88                 break;
89             }
90         }
91         
92         CurrentGear = AppropriateGear;
93     }
94 }

   解释:

   FrontLeftWheel.motorTorque = EngineTorque / GearRatio[CurrentGear] * Input.GetAxis("Vertical");

   FrontRightWheel.motorTorque = EngineTorque / GearRatio[CurrentGear] * Input.GetAxis("Vertical"); 

   设置车轮的motorTorque可以使车轮滚动!

   FrontLeftWheel.steerAngle = 10 * Input.GetAxis("Horizontal");
   FrontRightWheel.steerAngle = 10 * Input.GetAxis("Horizontal");

   设置车轮的steerAngle可以控制车轮围绕自身Y轴的转向角度!这里的旋转角度是-10度到10度之间!

   作者疑问:

   第57,58,60,61行代码,

   FrontLeftWheel.motorTorque = EngineTorque / GearRatio[CurrentGear] * Input.GetAxis("Vertical");

   Input.GetAxis("Vertical")会返回-1,也就是说motorTorque是负值!

    但是官方文档却说,

    在轮轴上的电机力矩。根据方向正或负。

    To simulate brakes, do not use negative motor torque - use brakeTorque instead.

    模拟刹车,不要使用电机力矩负值,使用brakeTorque代替。

    这两种说法之间可有冲突,请高手指点!

    下篇是车轮与其他物体的碰撞,待续……!

   

          

原文地址:https://www.cnblogs.com/alongu3d/p/Unity3d.html