Unity實(shí)現(xiàn)汽車(chē)前后輪倒車(chē)軌跡計(jì)算
更新時(shí)間:2021年09月12日 14:53:52 作者:月兒圓
這篇文章主要為大家詳細(xì)介紹了Unity實(shí)現(xiàn)汽車(chē)前后輪倒車(chē)軌跡計(jì)算,文中示例代碼介紹的非常詳細(xì),具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下
汽車(chē)前后輪倒車(chē)軌跡計(jì)算附C#源碼(Unity),供大家參考,具體內(nèi)容如下
原理很簡(jiǎn)單, 都是高中的幾何數(shù)學(xué)部分
需要的參數(shù)有:
- 車(chē)前后軸距;
- 車(chē)寬(左前輪與右前輪距離);
- 當(dāng)前車(chē)輪角度(多數(shù)車(chē)33.5°);
- 是否要繪制前輪軌跡線(xiàn);
///<summary> /// 獲取行車(chē)軌跡預(yù)測(cè)index = 0 left軌跡 /// </summary> /// <param name="steeringAngle">方向盤(pán)角度</param> /// <param name="carWheelbase">汽車(chē)前后軸距</param> /// <param name="carWidth">車(chē)寬</param> /// <param name="length">點(diǎn)位密度</param> /// <param name="isFront">是否是前輪</param> /// <param name="maxAngle">軌跡的最大轉(zhuǎn)彎角度</param> /// <returns>交叉數(shù)組,下標(biāo)為0的是右邊線(xiàn), 下表為1的是左邊線(xiàn)</returns> public Vector3[][] GetCarTrack(float steeringAngle, float carWheelbase, float carWidth, float length, bool isFront, float maxAngle = 90f) { float maxSteerAngle = _carControl._vehicleController.steering.maxSteerAngle; float theta = Mathf.Abs(steeringAngle / 180 * Mathf.PI); Vector3[][] track = new Vector3[2][]; List<Vector3> trackLeft = new List<Vector3>(); List<Vector3> trackRight = new List<Vector3>(); if (theta == 0) { for (float i = 0; i < length; i++) { float x = i / length * 5; if (isFront) { x *= 1; trackLeft.Add(new Vector3(x, 0f, carWidth)); trackRight.Add(new Vector3(x, 0f, 0f)); } else { x *= -1; trackLeft.Add(new Vector3(x, 0, carWidth)); trackRight.Add(new Vector3(x, 0, 0)); } } } else { if (isFront) { float r = (carWheelbase / Mathf.Tan(theta) + carWidth / 2) / Mathf.Cos(theta); float rMin = Mathf.Cos(theta) * r - carWidth; float theta1 = Mathf.Atan(carWheelbase / rMin); rMin = rMin / Mathf.Cos(theta1); float rMax = rMin + carWidth; float lineAngle = carWheelbase / (rMax * 2f * Mathf.PI) * 360f; for (int i = 0; i <= length; i++) { if (i / length >= (maxAngle - lineAngle) / maxAngle) { float x = rMin * Mathf.Cos(maxAngle / length * i * Mathf.Deg2Rad); float z = rMin * Mathf.Sin(maxAngle / length * i * Mathf.Deg2Rad); if (x >= carWheelbase) { if (steeringAngle > 0) { trackRight.Add(new Vector3(x - carWheelbase, 0, z - rMin + steeringAngle / maxSteerAngle * (carWidth / 2))); } else { trackRight.Add(new Vector3(x - carWheelbase, 0, -(z - rMin) + carWidth + steeringAngle / maxSteerAngle * (carWidth / 2))); } } x = rMax * Mathf.Cos(maxAngle / length * i * Mathf.Deg2Rad); z = rMax * Mathf.Sin(maxAngle / length * i * Mathf.Deg2Rad); if (x >= carWheelbase) { if (steeringAngle > 0) { trackLeft.Add(new Vector3(x - carWheelbase, 0, z - rMin + steeringAngle / maxSteerAngle * (carWidth / 2))); } else { trackLeft.Add(new Vector3(x - carWheelbase, 0, -(z - rMin) + carWidth + steeringAngle / maxSteerAngle * (carWidth / 2))); } } } } trackRight[trackRight.Count - 1] = Vector3.forward * trackRight[trackRight.Count - 1].z; trackLeft[trackLeft.Count - 1] = Vector3.forward * trackLeft[trackLeft.Count - 1].z; } else { float r = (carWheelbase / Mathf.Tan(theta) + carWidth / 2) / Mathf.Cos(theta); float rMin = Mathf.Cos(theta) * r - carWidth; float rMax = rMin + carWidth; float lineAngle = carWheelbase / (rMin * 2f * Mathf.PI) * 360f; for (int i = 0; i <= length; i++) { if (i / length >= (maxAngle - lineAngle) / maxAngle) { float x = -rMin * Mathf.Cos(maxAngle / length * i * Mathf.Deg2Rad); float z = rMin * Mathf.Sin(maxAngle / length * i * Mathf.Deg2Rad); if (steeringAngle > 0) { trackRight.Add(new Vector3(x, 0, z - rMin)); } else { trackRight.Add(new Vector3(x, 0, -(z - rMin) + carWidth)); } x = -rMax * Mathf.Cos(maxAngle / length * i * Mathf.Deg2Rad); z = rMax * Mathf.Sin(maxAngle / length * i * Mathf.Deg2Rad); if (steeringAngle > 0) { trackLeft.Add(new Vector3(x, 0, z - rMin)); } else { trackLeft.Add(new Vector3(x, 0, -(z - rMin) + carWidth)); } } } trackRight[trackRight.Count - 1] = Vector3.forward * trackRight[trackRight.Count - 1].z; trackLeft[trackLeft.Count - 1] = Vector3.forward * trackLeft[trackLeft.Count - 1].z; } } track[0] = trackLeft.ToArray(); track[1] = trackRight.ToArray(); trackLeft = trackRight = null; return track; }
以上就是本文的全部?jī)?nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。
相關(guān)文章
C#中的委托數(shù)據(jù)類(lèi)型簡(jiǎn)介
委托是一個(gè)類(lèi)型安全的對(duì)象,它指向程序中另一個(gè)以后會(huì)被調(diào)用的方法(或多個(gè)方法)。通過(guò)本文給大家介紹C#中的委托數(shù)據(jù)類(lèi)型簡(jiǎn)介,對(duì)c委托類(lèi)型相關(guān)知識(shí)感興趣的朋友一起學(xué)習(xí)吧2016-03-03c# 對(duì)windows用戶(hù)和組操作實(shí)例
c# 對(duì)windows用戶(hù)和組操作實(shí)例,需要的朋友可以參考一下2013-04-04C#全局熱鍵設(shè)置與窗體熱鍵設(shè)置實(shí)例
這篇文章主要介紹了C#全局熱鍵設(shè)置與窗體熱鍵設(shè)置實(shí)例,對(duì)C#全局熱鍵設(shè)置與窗體熱鍵設(shè)置的實(shí)現(xiàn)方法與具體代碼進(jìn)行了詳細(xì)的介紹,需要的朋友可以參考下2014-10-10整理C# 二進(jìn)制,十進(jìn)制,十六進(jìn)制 互轉(zhuǎn)
c#下進(jìn)制互轉(zhuǎn)代碼2008-10-10