WheelFrictionCurve 用于 WheelCollider 描述车轮轮胎的摩擦特性。
曲线以轮胎滑移量为输入,并以力为输出。曲线由两段样条曲线近似。第一段从 (0,0) 到 (extremumSlip,extremumValue),在此点处的切线为零。第二段从 (extremumSlip,extremumValue) 到 (asymptoteSlip,asymptoteValue),曲线切线再次为零
车轮碰撞器使用基于滑移的摩擦模型,与物理引擎的其余部分分开计算摩擦力。它将整体摩擦力分离为“前进”分量(在滚动方向上,负责加速度和制动)和“侧向”分量(垂直于滚动,负责保持汽车方向)。轮胎摩擦在这两个方向上分别使用 WheelCollider.forwardFriction 和 WheelCollider.sidewaysFriction 进行描述。在这两个方向上,首先确定轮胎的滑移量(橡胶与路面的速度差是多少)。然后使用此滑移值来找出轮胎施加在接触点上的力。
真实轮胎的特性是,对于低滑移,它们可以施加高力量,因为橡胶通过拉伸来补偿滑移。后来,当滑移变得非常高时,当轮胎开始滑动或旋转时,力量会减小。因此,轮胎摩擦曲线具有如上图所示的形状。
由于轮胎的摩擦力是单独计算的,因此地面的 PhysicsMaterial 不会影响车轮。不同的路面材料的模拟是通过根据车轮撞击的材料改变车轮的 WheelCollider.forwardFriction 和 WheelCollider.sidewaysFriction 来完成的。
其他资源: WheelCollider, WheelCollider.forwardFriction, WheelCollider.sidewaysFriction。
asymptoteSlip | 渐近点滑移(默认值为 2)。 |
asymptoteValue | 渐近滑移处的力(默认值为 10000)。 |
extremumSlip | 极值点滑移(默认值为 1)。 |
extremumValue | 极值滑移处的力(默认值为 20000)。 |
stiffness | extremumValue 和 asymptoteValue 值的乘数(默认值为 1)。 |
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