WheelCollider 使用 WheelFrictionCurve 描述轮胎的摩擦属性。
曲线以轮胎打滑的度量值作为输入,并以力作为输出。曲线由包含两部分的
样条图近似模拟。第一部分从 (0,0) 到 (extremumSlip,extremumValue),目标
点处曲线的正切值为零。第二部分从 (extremumSlip,extremumValue)
到 (asymptoteSlip,asymptoteValue),目标点处曲线的正切值再次为零:
车轮碰撞体使用基于滑动的摩擦模型计算摩擦力
(独立于物理引擎的其余部分)。它将整体摩擦力分为“前向”分量(
滚动方向,负责加速和制动)和“侧向”分量
(与滚动方向正交,负责保持车辆定向)。轮胎摩擦
在这两个方向上使用 WheelCollider.forwardFriction 和 WheelCollider.sidewaysFriction 分别描述。
在这两个方向上,首先确定轮胎打滑的程度(基于轮胎橡胶和道路之间的
速度差异)。然后,将该打滑值用于计算施加在接触点上的轮胎力。
根据真实轮胎的特性,在低打滑条件下,轮胎可能会施加很大的力,因为橡胶会
通过拉伸来补偿打滑。随后,当打滑变得非常高时,随着轮胎开始滑动或旋转,
力会减小。因此,轮胎摩擦曲线的形状与上图相似。
因为轮胎摩擦是分别计算的,地面的 PhysicMaterial
不会对车轮造成影响。不同道路材质的模拟是通过更改
车轮的 WheelCollider.forwardFriction 和 WheelCollider.sidewaysFriction 实现的,
这些更改基于车轮所碰撞的材质。
另请参阅:WheelCollider、WheelCollider.forwardFriction、WheelCollider.sidewaysFriction。
asymptoteSlip | 渐近点打滑(默认值为 2)。 |
asymptoteValue | 渐近点打滑处的力(默认值为 10000)。 |
extremumSlip | 极值点打滑(默认值为 1)。 |
extremumValue | 极值点打滑处的力(默认值为 20000)。 |
stiffness | extremumValue 和 asymptoteValue 值的乘数(默认值为 1)。 |
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