【写给自己看的工作日志7.22】
虽然还是偷了一下懒,没有去105工作,但是鉴于暑假都过了一半了,而我的VR驾考项目工作还没有丝毫进展,所以,哪怕呆在宿舍也要努力学习啊!
之前的赛车手游也要找时间把工作日志补上了~主要研究了一下WheelCollider,一个很难搞的小家伙……这两天就要动手写啊!千万不要拖延症啊!!!!
这一篇博客就拿来炫耀今天工作的进展了~让一个对车没有啥印象的人来摸清楚汽车的原理……简直没话说……好难啊!!!具体的分析及涉及的知识点之后会进行补充,希望明天的进展能快一点吧……明天主要是CCar.c#以及相机相关的代码理解,加上之前红华给的的罗技盘的一些知识点。
如果可以的话,希望也能空出时间取跑个步……感觉自己越来越胖了……不说了,我要去操场了~
【PS:下面的内容是根据某个博主的思路来进行理解的……原谅我忘了到底是哪个了,所以这里就先不转载了,但还是要感谢他~】
using System;
using UnityEngine;namespace myCar
{
//汽车驱动类型
internal enum CarDriveType
{
FrontWheelDrive,
RearWheelDrive,
FourWheelDrive
}
enum InputType
{
//键盘 罗技轮
Keyboard,LogiWheel
}
internal enum SpeedType
{
MPH,//速度单位 英里
KPH//速度单位 千米/小时
}
public class myCarController : MonoBehaviour
{
//车子为四轮驱动
[SerializeField] private CarDriveType m_CarDriveType = CarDriveType.FourWheelDrive;
//存放wheelcollider的数组
[SerializeField] private WheelCollider[] m_WheelColliders = new WheelCollider[4];
//存放车轮模型的数组
[SerializeField] private GameObject[] m_WheelMeshes = new GameObject[4];
//存放车轮声音、烟雾、划痕的数组
[SerializeField] private myWheelEffects[] m_myWheelEffects = new myWheelEffects[4];
//存放前刹的数组
[SerializeField] private GameObject[] m_frontBrake = new GameObject[2];
//车子的重心
[SerializeField] private Vector3 m_CentreOfMassOffset;
//最大可转角度
[SerializeField] private float m_MaxSteerWheelAngle=360;
[SerializeField] private float m_MaximumSteerAngle;//最大控制角
[SerializeField] private float m_MinimumSteerAngle;//最小控制角
[Range(0, 1)] [SerializeField] private float m_SteerHelper; //初始化为0,1是车被控制面对的方向 0 is raw physics , 1 the car will grip in the direction it is facing
[Range(0, 1)] [SerializeField] private float m_TractionControl; //0没有牵引力控制系统,1是完整的干扰0 is no traction control, 1 is full interference
//所有车轮的扭矩 扭矩越大,加速性能越好;扭矩越小,加速性能越差
//如某车的1挡齿比(齿轮的齿数比,本质就是齿轮的半径比)是3,尾牙为4,轮胎半径为0.3米,原扭矩是200Nm的话,最后在轮轴的扭矩就变成200×3×4=2400Nm,再除以轮胎半径0.3米后,轮胎与地面摩擦的部分就有2400Nm/0.3m=8000N,即800公斤力的驱动力,这就足以驱动汽车了
[SerializeField] private float m_FullTorqueOverAllWheels;
//没用到???反向扭矩
[SerializeField] private float m_ReverseTorque;
//最大手刹扭矩
[SerializeField] private float m_MaxHandbrakeTorque;
//最大下压力:在中高速行驶时可以产生作用在车上向下的压力,随著速度的增加下压力可以几何级增长。下压力的提升可以增大车辆的抓地力,由此可以具有更好的操纵性
[SerializeField] private float m_Downforce = 100f;
//速度类型
[SerializeField] private SpeedType m_SpeedType;
//最大速度
[SerializeField] private float m_Topspeed = 200;
//??最大倒车速度??
[SerializeField] private float m_TopBackspeed = 10;
//??转速范围边界??
[SerializeField] private float m_RevRangeBoundary = 1f;
//滑动极限
[SerializeField] private float m_SlipLimit;
//制动力矩/刹车扭矩
[SerializeField] private float m_BrakeTorque;
//键盘控制
[SerializeField] private InputType inputType = InputType.Keyboard;
//??????有待考证
public bool shifter = false;//移动装置
public bool needClutch = false;//是否需要离合器
public bool autoGear= false;//自动换挡
public string shiftUpButton="ShiftUp";//升档按钮
public string shiftDownButton="ShiftDown";//降档按钮
private float old_wheelangle;//之前的轮角
public GameObject wheel;//方向盘
public int wheelz = 57;
public int wheely = 23;
public int GearsNum = 7;//档数
public int positiveGearsNum = 5;//档位因子
public int m_GearNum;//当前档数
public bool pressHandbrake;
private bool autoClutchUp = false;//离合器上去
private bool autoClutchDown = false;//离合器下来
private int tickTime = 0;
private bool ispress = false;
private Quaternion[] m_WheelMeshLocalRotations;
private Vector3 m_Prevpos, m_Pos;
private float m_SteerAngle;
private float m_GearFactor;
private float m_OldRotation;
private float m_CurrentTorque;
private Rigidbody m_Rigidbody;
private const float k_ReversingThreshold = 0.01f;
private float[] angle=new float[2];
private float[] old_steerAngle=new float[2];
public GameObject[] panelShowArray;//面板显示数组
public TextMesh[] panelNumArray;//仪盘表档位显示
private float oldSpeedPanelAngle=0; //角度329~575
private float oldSpeedFactorPanelAngle = 0;
private float CurrentTorque;
float hshow;
float handbrakeshow;
float vshow;
float brakeshow;
public float AccelInput { get; private set; }
public float BrakeInput { get; private set; }
public bool Skidding { get; private set; }
public float CurrentSteerAngle{ get { return m_SteerAngle; }}
public float CurrentSpeed{ get { return m_Rigidbody.velocity.magnitude*2.23693629f; }}//返回了刚体的速度
public float MaxSpeed{get { return m_Topspeed; }}//返回最大速度
public float Revs { get; private set; }
public float everyGearlimit_factor;
public float PlusTorque;
[Range(0f, 1f)]
public float factor;
[Range(0f, 1f)]
public float speedfactor;
public float[] myGearFactor;
[Range(-1f, 1f)]
public float[] myAccelSpeedFactor;
//float testtoque = 500;
//float oldrpm = 0;
//float time = 0;
// Use this for initialization
private void Start()
{
m_WheelMeshLocalRotations = new Quaternion[4];//四个轮胎的自转方向:四元数来表示车轮方向,http://blog.csdn.net/soilwork/article/details/1447346
for (int i = 0; i < 4; i++)
{
m_WheelMeshLocalRotations[i] = m_WheelMeshes[i].transform.localRotation;//当前车轮的角度
}
m_WheelColliders[0].attachedRigidbody.centerOfMass = m_CentreOfMassOffset;//车子的质心放在wheelcollider[0]的质心位置
//手刹初始值为最大
m_MaxHandbrakeTorque = float.MaxValue;
//获取刚体组件
m_Rigidbody = GetComponent<Rigidbody>();
//当前扭矩=全部扭矩-(牵引系数【0-1】*全部扭矩)
//设置当前扭矩,初始化的扭矩值跟m_TractionControl大小有关,m_TractionControl决定是否有牵引力,如果m_TractionControl
//值为0,则当前扭矩直接就是最大值,如果该值为1,则初始扭矩为0,然后汽车启动慢慢增加扭矩力。建议m_TractionControl数值为0.5
m_CurrentTorque = m_FullTorqueOverAllWheels - (m_TractionControl*m_FullTorqueOverAllWheels);
}
// 一个简单的函数来添加一个偏向1的曲线 【0 - 1的值的范围内】simple function to add a curved bias towards 1 for a value in the 0-1 range
private static float CurveFactor(float factor)
{
return 1 - (1 - factor)*(1 - factor);
}
// 松开插值的版本,允许值超出范围unclamped version of Lerp, to allow value to exceed the from-to range
//非限制版本的插值函数,“非限制”怎么体现?
private static float ULerp(float from, float to, float value)
{
return (1.0f - value)*from + value*to;
}
//计算齿轮因素/档位因子
private void CalculateGearFactor()
{
float f = (1/(float) GearsNum);
// gear factor is a normalised representation of the current speed within the current gear's range of speeds.
// We smooth towards the 'target' gear factor, so that revs don't instantly snap up or down when changing gear.
//齿轮因素是在当前齿轮的速度范围的正常表示。我们顺利走向“目标”装备因素,所以转速时不要立即调节或向下改变齿轮。
//目标齿轮数=(当前速度/最大速度)*最大齿轮数-当前齿轮数
//我们要让值平滑地想着目标移动,以保证转速不会在变换档位时突然地上高或者降低
//反向差值,通过当前速度的比例值,找当前速度在当前档位的比例位置,得到的值将是一个0~1范围内的值。
var targetGearFactor = Mathf.InverseLerp(f*m_GearNum, f*(m_GearNum + 1), Mathf.Abs(CurrentSpeed/MaxSpeed));//反插值,计算比例值(5,10,8)=(8-5)/(10-5)=3/5 mathf.abs绝对值
//从当前档位因子向目标档位因子做平滑差值
m_GearFactor = Mathf.Lerp(m_GearFactor, targetGearFactor, Time.deltaTime*5f);
}
//计算引擎转速(显示/声音)
private void CalculateRevs()
{ //计算引擎转速(显示/声音)
//(这样做是回想起来-转速不习惯在力/功率计算)
//(我的个人理解:)这个计算是回溯的转速,不能用于力的计算。
//计算在当前档位上的转速因子(决定在当前档位上的转速)
// calculate engine revs (for display / sound)
// (this is done in retrospect - revs are not used in force/power calculations)
CalculateGearFactor();
var gearNumFactor = m_GearNum/(float) GearsNum;
//计算当前档位最小速度
var revsRangeMin = ULerp(0f, m_RevRangeBoundary, CurveFactor(gearNumFactor));
//计算当前档位最大速度
var revsRangeMax = ULerp(m_RevRangeBoundary, 1f, gearNumFactor);
//根据当前的转速因子,计算当前的转速
Revs = ULerp(revsRangeMin, revsRangeMax, m_GearFactor);
}
public void Move(float steering, float accel, float footbrake, float clutch, float handbrake)
{
for (int i = 0; i < 4; i++)
{
Quaternion quat;
Vector3 position;
m_WheelColliders[i].GetWorldPose(out position, out quat);
m_WheelMeshes[i].transform.position = position;
m_WheelMeshes[i].transform.rotation = quat;
}
//steering wheel 控制方向盘的旋转
wheel.transform.Rotate(new Vector3(0, -wheelz, wheely), steering * m_MaxSteerWheelAngle - old_wheelangle * m_MaxSteerWheelAngle);
old_wheelangle = steering;
//panelShowArray面板显示数组 CurrentSpeed返回了刚体的速度
panelShowArray[0].transform.Rotate(new Vector3(0, 1, 0), (CurrentSpeed - oldSpeedPanelAngle) * 242.0f / 150.0f, Space.Self);//Space.Self指局部坐标,即绕Y轴转动
oldSpeedPanelAngle = CurrentSpeed;
float factor = CurrentTorque / m_CurrentTorque;
if(speedfactor>0)
{
panelShowArray[1].transform.Rotate(new Vector3(0, 1, 0), (Mathf.Clamp(speedfactor,0f,1f) - oldSpeedFactorPanelAngle) * 240f, Space.Self);
oldSpeedFactorPanelAngle = Mathf.Clamp(speedfactor, 0f, 1f);
}
float showSpeed = (int)CurrentSpeed;
if (CurrentSpeed % ((int)CurrentSpeed) > 0.5f)
showSpeed++;
//面板上显示当前档位
panelNumArray[0].text = ""+showSpeed;
if (m_GearNum == -1)
panelNumArray[1].text = "" + "R";
else if (m_GearNum == 0)
panelNumArray[1].text = "" + "H";
else
{
panelNumArray[1].text = "" + m_GearNum;
}
//限定输入值范围clamp input values
steering = Mathf.Clamp(steering, -1, 1);
AccelInput= accel = Mathf.Clamp(accel, 0, 1);
if (autoGear)
needClutch = true;
if(inputType==InputType.Keyboard)
{
BrakeInput = footbrake = -1 * Mathf.Clamp(footbrake, -1, 0);
if (needClutch)
clutch = -1 * Mathf.Clamp(clutch, -1, 0);
else
clutch = 0;
}
else
{
BrakeInput = footbrake = (footbrake + 1) * 0.5f;
if (needClutch)
clutch = (clutch + 1) * 0.5f;
else
clutch = 0;
}
//设置前轮转角
//wheels下标为0、1的就是前轮
//Set the steer on the front wheels.
//Assuming that wheels 0 and 1 are the front wheels.
m_SteerAngle = steering *m_MaximumSteerAngle;
m_WheelColliders[0].steerAngle = m_SteerAngle;
m_WheelColliders[1].steerAngle = m_SteerAngle;
//换挡
GearChange(clutch);
//角度辅助助手,旋转更平滑
SteerHelper();
//设置加速/刹车信息到WheelCollider
ApplyDrive(accel, footbrake,clutch,(int)handbrake);
//检查速度范围
CapSpeed();
//Set the handbrake.
//Assuming that wheels 2 and 3 are the rear wheels.
//计算转速
CalculateRevs();
//施加下压力
AddDownForce();
//检查轮胎
CheckForWheelSpin();
//牵引力控制系统
TractionControl();
//show
hshow = m_SteerAngle;
vshow =footbrake ;
brakeshow = accel;
handbrakeshow =handbrake;
}
//控制车速
private void CapSpeed()
{
float speed = m_Rigidbody.velocity.magnitude;
switch (m_SpeedType)
{
case SpeedType.MPH:
//转换单位便于比较,将速度m/s转换为mile/h
speed *= 2.23693629f;
if (speed > m_Topspeed)
m_Rigidbody.velocity = (m_Topspeed/2.23693629f) * m_Rigidbody.velocity.normalized;
break;
//将速度m/s转换为km/h,以便比较
case SpeedType.KPH:
speed *= 3.6f;
if (speed > m_Topspeed)
m_Rigidbody.velocity = (m_Topspeed/3.6f) * m_Rigidbody.velocity.normalized;
break;
}
}
//设置加速/刹车信息到WheelCollider
private void ApplyDrive(float accel, float footbrake,float clutch,int handbrake)
{
if (handbrake == 1&&!ispress)
{
pressHandbrake = !pressHandbrake;
ispress = true;
}
if (handbrake == 0)
ispress = false;
float thrustTorque;
switch (m_CarDriveType)
{
case CarDriveType.FourWheelDrive:
thrustTorque =accel * (m_CurrentTorque / 4f);
for (int i = 0; i < 4; i++)
myApplyDrive(i,thrustTorque,clutch);
break;
case CarDriveType.FrontWheelDrive:
thrustTorque = accel * (m_CurrentTorque / 2f);
myApplyDrive(0, thrustTorque, clutch);
myApplyDrive(1, thrustTorque, clutch);
break;
case CarDriveType.RearWheelDrive:
thrustTorque = accel * (m_CurrentTorque / 2f);
// thrustTorque = testtoque;
// if(testtoque>=164.4948)
// testtoque-=0.1f;
// Debug.Log(CurrentSpeed+"eee"+testtoque);
//oldrpm = CurrentSpeed;
myApplyDrive(2, thrustTorque, clutch);
myApplyDrive(3, thrustTorque, clutch);
break;
}
for (int i = 0; i < 4; i++)
{
if (!pressHandbrake)
{
if (Vector3.Angle(transform.forward, m_Rigidbody.velocity) < 50f && CurrentSpeed > m_TopBackspeed)
m_WheelColliders[i].brakeTorque = m_BrakeTorque * accel;
else if (footbrake > 0)
{
//m_WheelColliders[i].brakeTorque = m_ReverseTorque * footbrake;
if(CurrentSpeed>10)
m_WheelColliders[i].brakeTorque = m_BrakeTorque * footbrake;
else
m_WheelColliders[i].motorTorque = 100 * footbrake;
}
else
{
m_WheelColliders[i].brakeTorque = 0;
WheelHit wh;
m_WheelColliders[i].GetGroundHit(out wh);
float groundangle = Vector3.Angle(Vector3.up, wh.normal);
if (groundangle > 5 && accel == 0 && CurrentSpeed < 1)
m_WheelColliders[i].motorTorque = 1;
}
}
else
m_WheelColliders[i].brakeTorque = m_MaxHandbrakeTorque;//刹车的力矩。这个值必须为正。
}
}
//挂挡【档位更新】
void GearChange(float clutch)
{//不是自动挡
if(!autoGear)
{
if(needClutch)
{//踩离合换挡
if(clutch>0.5f)
Gear();
}
else
{//不需要离合直接换挡
Gear();
}
}
//自动换挡
else
{
//后退档
if (Input.GetButton("reverse")||Input.GetButtonDown(shiftDownButton))
m_GearNum = -1;
//空挡
else if (Input.GetButton("neutral"))
m_GearNum = 0;
//1档
else if (Input.GetButtonDown("first") || Input.GetButtonDown(shiftUpButton))
m_GearNum = 1;
//运行时汽车自动换挡
//这里其实相当于将所有速度进行了划分,f就是指的目前速度处于最大速度的几分之几
//如果NoOfGears是5,那么就把速度分成5段
//1档就是0/5 ~ 1/5,
//2档就是1/5 ~ 2/5,
//3档就是2/5 ~ 3/5,
//4档就是3/5 ~ 4/5,
//5档就是4/5 ~ 5/5,
//每次先看当前档位是几档,然后看当前速度是否匹配当前档位,如果匹配当前档位没啥事,如果不匹配则看当前速度如果小于当前档位
//最小速度则减档,如果大于当前档位最大速度则,加档;
else if(m_GearNum>0&&m_GearNum<=positiveGearsNum)
{
float f = Mathf.Abs(CurrentSpeed / MaxSpeed);
//计算当前档位速度下限
float downgearlimit = (1 / (float)positiveGearsNum) * (m_GearNum-1) ;
//计算当前档位速度上限
float upgearlimit = (1 / (float)positiveGearsNum) * (m_GearNum);
factor = 1.2f - (float)m_GearNum / positiveGearsNum;
speedfactor = f / upgearlimit;
if(!autoClutchDown&&tickTime==0)
{
if (f > upgearlimit && m_GearNum < positiveGearsNum)
autoClutchUp = true;
}
if(!autoClutchUp&&tickTime==0)
{
if (m_GearNum > 1 && f < downgearlimit)
autoClutchDown = true;
}
if (autoClutchUp && tickTime == 0)
{
m_GearNum++;
tickTime++;
}
if (autoClutchDown && tickTime == 0)
{
m_GearNum--;
tickTime++;
}
if(tickTime!=0)
{
tickTime++;
if (tickTime > 10)
{
tickTime = 0;
autoClutchDown = false;
autoClutchUp = false;
}
}
}
else
speedfactor = CurrentSpeed / m_TopBackspeed;
}
}
//手动切换当前档位
void Gear()
{ //根据键盘来更换当前档位
if (shifter == true && inputType != InputType.Keyboard)
{
if (Input.GetButton("reverse"))
m_GearNum = -1;
else if (Input.GetButton("neutral"))
m_GearNum = 0;
else if (Input.GetButton("first"))
m_GearNum = 1;
else if (Input.GetButton("second"))
m_GearNum = 2;
else if (Input.GetButton("third"))
m_GearNum = 3;
else if (Input.GetButton("fourth"))
m_GearNum = 4;
else if (Input.GetButton("fifth"))
m_GearNum = 5;
else if (Input.GetButton("sixth"))
m_GearNum = -1;
else
m_GearNum = 0;
}
else
{//方向键控制
if (Input.GetButtonDown(shiftUpButton))
{
if (m_GearNum < positiveGearsNum)
m_GearNum++;
}
if (Input.GetButtonDown(shiftDownButton))
{
if (m_GearNum > -1)
--m_GearNum;
}
}
}
void myApplyDrive(int i,float oneTorque,float clutch)
{
CurrentTorque = oneTorque;
if(!pressHandbrake)
{
if (!autoGear)
{
if (m_GearNum > 0)
{
float f = Mathf.Abs(CurrentSpeed / MaxSpeed);
float upgearlimit = (1 / (float)positiveGearsNum) * m_GearNum * GetFactor(myGearFactor);
float downgearlimit = (1 / (float)positiveGearsNum) * m_GearNum;
float IForNOT;
if (f >= downgearlimit)
IForNOT = 1;
else
IForNOT = 0;
float calTorque;
factor = 1.2f - (float)m_GearNum / positiveGearsNum;
speedfactor = f / upgearlimit;
calTorque = factor * oneTorque + (1.2f - factor) * oneTorque * (CurrentSpeed / MaxSpeed) + PlusTorque * GetFactor(myAccelSpeedFactor) * IForNOT;
if (f > upgearlimit)
calTorque = everyGearlimit_factor * calTorque;
m_WheelColliders[i].motorTorque = -calTorque * (1 - clutch);
CurrentTorque = calTorque;
}
else if (m_GearNum < 0 && CurrentSpeed < m_TopBackspeed)
{
m_WheelColliders[i].motorTorque = oneTorque * (1 - clutch);
speedfactor = CurrentSpeed / m_TopBackspeed;
}
else
speedfactor = CurrentSpeed / m_TopBackspeed;
}
else
{
if(m_GearNum>0)
m_WheelColliders[i].motorTorque = -oneTorque;
else
m_WheelColliders[i].motorTorque = oneTorque;
}
}
}
float GetFactor(float[] fact)
{
if (myGearFactor.Length != positiveGearsNum)
{
Debug.LogError("GearFactor Error!");
return -1;
}
else
return fact[m_GearNum-1];
}
private void SteerHelper()
{
for (int i = 0; i < 4; i++)
{
WheelHit wheelhit;
m_WheelColliders[i].GetGroundHit(out wheelhit);
if (wheelhit.normal == Vector3.zero)
return; // wheels arent on the ground so dont realign the rigidbody velocity
//假如轮子离地,就不用调整汽车角度了
}
// this if is needed to avoid gimbal lock problems that will make the car suddenly shift direction
//这个是为了避免万向锁问题的,万向锁问题会导致汽车突然变换方向(我直到万向锁问题,但不理解下面是怎么避免问题的,我只知道四元数的使用
//就是为了避免万向锁问题)
//下面这个If函数的效果就是,假如上一次车体Y方向角度比这次小于十度,就根据相差的度数乘以系数m_SteerHelper
//计算出这个偏移角度的四元数,然后将刚体速度直接旋转这个偏倚度数,
//根据代码开头m_SteerHelper的定义,这个做法相当于做了一个角度辅助,不完全凭借WheelCollider物理效果
//而直接操控速度方向,对车角度进行调整。
if (Mathf.Abs(m_OldRotation - transform.eulerAngles.y) < 10f)
{
var turnadjust = (transform.eulerAngles.y - m_OldRotation) * m_SteerHelper;
Quaternion velRotation = Quaternion.AngleAxis(turnadjust, Vector3.up);
m_Rigidbody.velocity = velRotation * m_Rigidbody.velocity;
}
m_OldRotation = transform.eulerAngles.y;
for(int i=0;i<m_frontBrake.Length;i++)
{
angle[i] = m_SteerAngle - old_steerAngle[i];
old_steerAngle[i] = m_SteerAngle;
m_frontBrake[i].transform.RotateAround(m_WheelMeshes[i].transform.position, Vector3.up, angle[i]);
}
}
// 添加下压力:这是用来添加更多的速度控制this is used to add more grip in relation to speed
private void AddDownForce()
{
m_WheelColliders[0].attachedRigidbody.AddForce(-transform.up*m_Downforce*
m_WheelColliders[0].attachedRigidbody.velocity.magnitude);
}
// checks if the wheels are spinning and is so does three things
//检查轮胎是否旋转
// 1) emits particles
//检查是否发射尾气粒子
// 2) plays tiure skidding sounds
//播放滑行音
// 3) leaves skidmarks on the ground
//去掉刹车印
// these effects are controlled through the WheelEffects class
//这些特效都是通过WheelEffects类控制的
//检查轮胎
private void CheckForWheelSpin()
{
// loop through all wheels
for (int i = 0; i < 4; i++)
{
WheelHit wheelHit;
m_WheelColliders[i].GetGroundHit(out wheelHit);
// 轮胎下滑超过给定的阈值吗 is the tire slipping above the given threshhold
if (Mathf.Abs(wheelHit.forwardSlip) >= m_SlipLimit || Mathf.Abs(wheelHit.sidewaysSlip) >= m_SlipLimit)
{
m_myWheelEffects[i].EmitTyreSmoke();
//超出则发射烟雾粒子
// avoiding all four tires screeching at the same time
// if they do it can lead to some strange audio artefacts
//避免四个轮胎都同时播放滑行声音
//如果那样的话会导致某些奇怪的音效
if (!AnySkidSoundPlaying())
{
m_myWheelEffects[i].PlayAudio();
}
continue;
}
// if it wasnt slipping stop all the audio
//假如没有超出阈值,还没有停止音效,则停止音效
if (m_myWheelEffects[i].PlayingAudio)
{
m_myWheelEffects[i].StopAudio();
}
// end the trail generation
//停止烟雾生成
m_myWheelEffects[i].EndSkidTrail();
}
}
// crude traction control that reduces the power to wheel if the car is wheel spinning too much
//如果汽车轮胎过度滑转,牵引力系统可以控制减少轮胎动力
//牵引力控制系统
private void TractionControl()
{
WheelHit wheelHit;
switch (m_CarDriveType)
{
case CarDriveType.FourWheelDrive:
// loop through all wheels
for (int i = 0; i < 4; i++)
{
m_WheelColliders[i].GetGroundHit(out wheelHit);
AdjustTorque(wheelHit.forwardSlip);
}
break;
case CarDriveType.RearWheelDrive:
m_WheelColliders[2].GetGroundHit(out wheelHit);
AdjustTorque(wheelHit.forwardSlip);
m_WheelColliders[3].GetGroundHit(out wheelHit);
AdjustTorque(wheelHit.forwardSlip);
break;
case CarDriveType.FrontWheelDrive:
m_WheelColliders[0].GetGroundHit(out wheelHit);
AdjustTorque(wheelHit.forwardSlip);
m_WheelColliders[1].GetGroundHit(out wheelHit);
AdjustTorque(wheelHit.forwardSlip);
break;
}
}
private void AdjustTorque(float forwardSlip)
{//当向前滑动距离超过阈值后,就说明轮胎过度滑转,则减少牵引力,以降低转速。
//调整m_CurrentTorque值的大小来控制牵引力
if (forwardSlip >= m_SlipLimit && m_CurrentTorque >= 0)
{
m_CurrentTorque -= 10 * m_TractionControl;
}
else
{
m_CurrentTorque += 10 * m_TractionControl;
if (m_CurrentTorque > m_FullTorqueOverAllWheels)
{
m_CurrentTorque = m_FullTorqueOverAllWheels;
}
}
}
void OnGUI()
{
GUIStyle size=new GUIStyle();
size.fontSize=30;
GUI.Label(new Rect(500, 20, 100, 20), "Throttle:" + vshow);
GUI.Label(new Rect(500, 50, 100, 20), "Wheel:" + hshow);
GUI.Label(new Rect(500, 70, 100, 20), "Brake:" + brakeshow);
GUI.Label(new Rect(500, 90, 100, 20), "handBrake:" + handbrakeshow);
GUI.Label(new Rect(500, 120, 100, 20), "geer:" + m_GearNum, size);
GUI.Label(new Rect(500, 160, 100, 20), "speed:" + (int)CurrentSpeed, size);
}
private bool AnySkidSoundPlaying()
{
for (int i = 0; i < 4; i++)
{
if (m_myWheelEffects[i].PlayingAudio)
{
return true;
}
}
return false;
}
}
}