我是靠谱客的博主 正直航空,这篇文章主要介绍Unity 【Wheel Collider】实现游戏中的车具控制,现在分享给大家,希望可以做个参考。

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:

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[SerializeField] private float motorTorque = 200f;
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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:

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//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:

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[SerializeField] private float maxSteerAngle = 45f;
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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:

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//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:

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//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:

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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<Rigidbody>().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; } }

最后

以上就是正直航空最近收集整理的关于Unity 【Wheel Collider】实现游戏中的车具控制的全部内容,更多相关Unity内容请搜索靠谱客的其他文章。

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