Unity 【Wheel Collider】实现游戏中的车具控制

Unity 【Wheel Collider】实现游戏中的车具控制

Wheel Collider专门用于模拟车具轮胎的物理属性,内置了碰撞检测、轮胎摩擦模型等,可以用于实现车具的控制。

核心的几个变量:

motorTorque:驱动力,将其设为正值向前移动,负值向后移动

brakeTorque:制动力,该值为正

rpm:车轮转速,注意它是每分钟转动多少圈

steerAngle:转向角度,可以实现车具的转弯

mass:车轮的重量,单位kg

radius:车轮的半径

forwardFriction:车轮在正向转动时的摩擦力

sidewaysFriction:车轮在侧向转动时的摩擦力

了解了这几个核心变量后,下面简单实现车具的控制:

1.首先给车具模型添加刚体组件,假设重量为2吨,将Mass设为2000:

2.为每个车轮模型添加一个空父级,添加Wheel Collider组件,假设每个轮胎的重量为20kg:

3.注意Wheel Collider碰撞器不能被车身的碰撞器包裹,否则车子不会移动。另外注意如果没有给车身添加Rigybody组件的话,Scene窗口也是看不到Wheel Collider的。

4.为Wheel Collider添加motorTorque驱动力,声明一个float类型的变量,暂定为200f, 假设车辆为后驱,给两个后轮添加驱动力:

代码语言:javascript复制[SerializeField] private float motorTorque = 200f;代码语言:javascript复制float verticalInput = Input.GetAxisRaw("Vertical");

//驱动

rlWheelCollider.motorTorque = verticalInput * motorTorque;

rrWheelCollider.motorTorque = verticalInput * motorTorque;5.车辆移动时,使车轮模型滚动,滚动的角度通过Wheel Collider组件的rpm属性获取,上面提到该属性代表车轮每分钟转动多少圈,因此我们将其除以60,代表每秒钟转动的圈数,1圈为360度,因此再乘以360即可获得要滚动的角度:

代码语言:javascript复制//车轮模型滚动

flWheelTransform.Rotate(flWheelCollider.rpm / 60 * 360 * Time.deltaTime * Vector3.right);

frWheelTransform.Rotate(frWheelCollider.rpm / 60 * 360 * Time.deltaTime * Vector3.right);

rlWheelTransform.Rotate(rlWheelCollider.rpm / 60 * 360 * Time.deltaTime * Vector3.right);

rrWheelTransform.Rotate(rrWheelCollider.rpm / 60 * 360 * Time.deltaTime * Vector3.right);6.为Wheel Collider添加转向,声明一个float类型变量来限制车轮最大的转动角度:

代码语言:javascript复制[SerializeField] private float maxSteerAngle = 45f;代码语言:javascript复制float horizontalInput = Input.GetAxisRaw("Horizontal");

//转向

flWheelCollider.steerAngle = horizontalInput * maxSteerAngle;

frWheelCollider.steerAngle = horizontalInput * maxSteerAngle;steerAngle仅仅是Wheel Collider的转向角度,还需要调整车轮实际模型的转向角度:

代码语言:javascript复制//车轮模型转向

flWheelCollider.transform.localEulerAngles = new Vector3(0f, flWheelCollider.steerAngle, 0f);

frWheelCollider.transform.localEulerAngles = new Vector3(0f, frWheelCollider.steerAngle, 0f);7.通过brakeTorque属性实现刹车制动功能,假设按下Space空格键时进行刹车:

代码语言:javascript复制//刹车

bool isBraking = Input.GetKey(KeyCode.Space);

rlWheelCollider.brakeTorque = isBraking ? brakeTorque : 0f;

rrWheelCollider.brakeTorque = isBraking ? brakeTorque : 0f;8.还要注意Rigybody组件的centerOfMass位置需要设为车身的底部:

最终代码:

代码语言:javascript复制using UnityEngine;

public class VehicleController : MonoBehaviour

{

[SerializeField] private WheelCollider flWheelCollider;

[SerializeField] private WheelCollider frWheelCollider;

[SerializeField] private WheelCollider rlWheelCollider;

[SerializeField] private WheelCollider rrWheelCollider;

[SerializeField] private Transform flWheelTransform;

[SerializeField] private Transform frWheelTransform;

[SerializeField] private Transform rlWheelTransform;

[SerializeField] private Transform rrWheelTransform;

[SerializeField] private Transform centerOfMass;

[SerializeField] private float motorTorque = 200f;

[SerializeField] private float brakeTorque = 200f;

[SerializeField] private float maxSteerAngle = 45f;

private void Start()

{

GetComponent().centerOfMass = centerOfMass.localPosition;

}

private void Update()

{

float verticalInput = Input.GetAxisRaw("Vertical");

float horizontalInput = Input.GetAxisRaw("Horizontal");

//驱动

rlWheelCollider.motorTorque = verticalInput * motorTorque;

rrWheelCollider.motorTorque = verticalInput * motorTorque;

//转向

flWheelCollider.steerAngle = horizontalInput * maxSteerAngle;

frWheelCollider.steerAngle = horizontalInput * maxSteerAngle;

//车轮模型转动

flWheelTransform.Rotate(flWheelCollider.rpm * 360 * Time.deltaTime * Vector3.right);

frWheelTransform.Rotate(frWheelCollider.rpm * 360 * Time.deltaTime * Vector3.right);

rlWheelTransform.Rotate(rlWheelCollider.rpm * 360 * Time.deltaTime * Vector3.right);

rrWheelTransform.Rotate(rrWheelCollider.rpm * 360 * Time.deltaTime * Vector3.right);

//车轮模型转向

flWheelCollider.transform.localEulerAngles = new Vector3(0f, flWheelCollider.steerAngle, 0f);

frWheelCollider.transform.localEulerAngles = new Vector3(0f, frWheelCollider.steerAngle, 0f);

//刹车

bool isBraking = Input.GetKey(KeyCode.Space);

rlWheelCollider.brakeTorque = isBraking ? brakeTorque : 0f;

rrWheelCollider.brakeTorque = isBraking ? brakeTorque : 0f;

}

}

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