1. 程式人生 > >【unity工程日誌】寫給自己看的CarControl.c#註釋

【unity工程日誌】寫給自己看的CarControl.c#註釋

【寫給自己看的工作日誌7.22】

雖然還是偷了一下懶,沒有去105工作,但是鑑於暑假都過了一半了,而我的VR駕考專案工作還沒有絲毫進展,所以,哪怕呆在宿舍也要努力學習啊!奮鬥

之前的賽車手遊也要找時間把工作日誌補上了~主要研究了一下WheelCollider,一個很難搞的小傢伙……這兩天就要動手寫啊!千萬不要拖延症啊!!!!

這一篇部落格就拿來炫耀今天工作的進展了~讓一個對車沒有啥印象的人來摸清楚汽車的原理……簡直沒話說……好難啊!!!具體的分析及涉及的知識點之後會進行補充,希望明天的進展能快一點吧……偷笑明天主要是CCar.c#以及相機相關的程式碼理解,加上之前紅華給的的羅技盤的一些知識點。

如果可以的話,希望也能空出時間取跑個步……感覺自己越來越胖了……再見

不說了,我要去操場了~得意

【PS:下面的內容是根據某個博主的思路來進行理解的……原諒我忘了到底是哪個了,所以這裡就先不轉載了,但還是要感謝他~】

using System;

using UnityEngine;

namespace myCar
{
    //汽車驅動型別
    internal enum CarDriveType
    {
        FrontWheelDrive,
        RearWheelDrive,
        FourWheelDrive
    }

    enum InputType
    {
      //鍵盤 羅技輪
      Keyboard,LogiWheel
    }

    internal enum SpeedType
    {
        MPH,//速度單位  英里
        KPH//速度單位  千米/小時
    }

    public class myCarController : MonoBehaviour
    {
        //車子為四輪驅動
        [SerializeField] private CarDriveType m_CarDriveType = CarDriveType.FourWheelDrive;
        //存放wheelcollider的陣列
        [SerializeField] private WheelCollider[] m_WheelColliders = new WheelCollider[4];
        //存放車輪模型的陣列
        [SerializeField] private GameObject[] m_WheelMeshes = new GameObject[4];
        //存放車輪聲音、煙霧、劃痕的陣列
        [SerializeField] private myWheelEffects[] m_myWheelEffects = new myWheelEffects[4];
        //存放前剎的陣列   
        [SerializeField] private GameObject[] m_frontBrake = new GameObject[2];  
        //車子的重心
        [SerializeField] private Vector3 m_CentreOfMassOffset;
        //最大可轉角度
        [SerializeField] private float m_MaxSteerWheelAngle=360;

        [SerializeField] private float m_MaximumSteerAngle;//最大控制角
        [SerializeField] private float m_MinimumSteerAngle;//最小控制角
        [Range(0, 1)] [SerializeField] private float m_SteerHelper; //初始化為0,1是車被控制面對的方向 0 is raw physics , 1 the car will grip in the direction it is facing
        [Range(0, 1)] [SerializeField] private float m_TractionControl; //0沒有牽引力控制系統,1是完整的干擾0 is no traction control, 1 is full interference
       
        //所有車輪的扭矩  扭矩越大,加速效能越好;扭矩越小,加速效能越差
        //如某車的1擋齒比(齒輪的齒數比,本質就是齒輪的半徑比)是3,尾牙為4,輪胎半徑為0.3米,原扭矩是200Nm的話,最後在輪軸的扭矩就變成200×3×4=2400Nm,再除以輪胎半徑0.3米後,輪胎與地面摩擦的部分就有2400Nm/0.3m=8000N,即800公斤力的驅動力,這就足以驅動汽車了
        [SerializeField] private float m_FullTorqueOverAllWheels;
        //沒用到???反向扭矩
        [SerializeField] private float m_ReverseTorque;
        //最大手剎扭矩
        [SerializeField] private float m_MaxHandbrakeTorque;
        //最大下壓力:在中高速行駛時可以產生作用在車上向下的壓力,隨著速度的增加下壓力可以幾何級增長。下壓力的提升可以增大車輛的抓地力,由此可以具有更好的操縱性
        [SerializeField] private float m_Downforce = 100f;
        //速度型別
        [SerializeField] private SpeedType m_SpeedType;
        //最大速度
        [SerializeField] private float m_Topspeed = 200;
        //??最大倒車速度??
        [SerializeField] private float m_TopBackspeed = 10;
        //??轉速範圍邊界??
        [SerializeField] private float m_RevRangeBoundary = 1f;
        //滑動極限
        [SerializeField] private float m_SlipLimit;
        //制動力矩/剎車扭矩
        [SerializeField] private float m_BrakeTorque;
        //鍵盤控制
        [SerializeField] private InputType inputType = InputType.Keyboard;
        
        //??????有待考證
        public bool shifter = false;//移動裝置
        public bool needClutch = false;//是否需要離合器
        public bool autoGear= false;//自動換擋
        public string shiftUpButton="ShiftUp";//升檔按鈕
        public string shiftDownButton="ShiftDown";//降檔按鈕
        private float old_wheelangle;//之前的輪角
        public GameObject wheel;//方向盤
        public int wheelz = 57;
        public int wheely = 23;

        
        public int GearsNum = 7;//檔數
        public int positiveGearsNum = 5;//檔位因子
        public int m_GearNum;//當前檔數
        public bool pressHandbrake;
        private bool autoClutchUp = false;//離合器上去
        private bool autoClutchDown = false;//離合器下來
        private int tickTime = 0;
        private bool ispress = false;
        private Quaternion[] m_WheelMeshLocalRotations;
        private Vector3 m_Prevpos, m_Pos;
        private float m_SteerAngle;
        private float m_GearFactor;
        private float m_OldRotation;
        private float m_CurrentTorque;
        private Rigidbody m_Rigidbody;
        private const float k_ReversingThreshold = 0.01f;
        private float[] angle=new float[2];
        private float[] old_steerAngle=new float[2];

        public GameObject[] panelShowArray;//面板顯示陣列
        public TextMesh[] panelNumArray;//儀盤表檔位顯示
        private float oldSpeedPanelAngle=0;    //角度329~575
        private float oldSpeedFactorPanelAngle = 0;
        private float CurrentTorque;
        float hshow;
        float handbrakeshow;
        float vshow;
        float brakeshow;

        public float AccelInput { get; private set; }
        public float BrakeInput { get; private set; }
        public bool Skidding { get; private set; }
        public float CurrentSteerAngle{ get { return m_SteerAngle; }}
        public float CurrentSpeed{ get { return m_Rigidbody.velocity.magnitude*2.23693629f; }}//返回了剛體的速度
        public float MaxSpeed{get { return m_Topspeed; }}//返回最大速度
        public float Revs { get; private set; }

        public float everyGearlimit_factor;

        public float PlusTorque;

        [Range(0f, 1f)]
        public float factor;
        [Range(0f, 1f)]
        public float speedfactor;

        public float[] myGearFactor;

        [Range(-1f, 1f)]
        public float[] myAccelSpeedFactor;

        //float testtoque = 500;
        //float oldrpm = 0;
        //float time = 0;

        // Use this for initialization
        private void Start()
        {
            m_WheelMeshLocalRotations = new Quaternion[4];//四個輪胎的自轉方向:四元數來表示車輪方向,http://blog.csdn.net/soilwork/article/details/1447346
            for (int i = 0; i < 4; i++)
            {
                m_WheelMeshLocalRotations[i] = m_WheelMeshes[i].transform.localRotation;//當前車輪的角度
            }
            m_WheelColliders[0].attachedRigidbody.centerOfMass = m_CentreOfMassOffset;//車子的質心放在wheelcollider[0]的質心位置
            //手剎初始值為最大
            m_MaxHandbrakeTorque = float.MaxValue;
            //獲取剛體元件
            m_Rigidbody = GetComponent<Rigidbody>();
            //當前扭矩=全部扭矩-(牽引係數【0-1】*全部扭矩)
            //設定當前扭矩,初始化的扭矩值跟m_TractionControl大小有關,m_TractionControl決定是否有牽引力,如果m_TractionControl
            //值為0,則當前扭矩直接就是最大值,如果該值為1,則初始扭矩為0,然後汽車啟動慢慢增加扭矩力。建議m_TractionControl數值為0.5
            m_CurrentTorque = m_FullTorqueOverAllWheels - (m_TractionControl*m_FullTorqueOverAllWheels);
            
        }

        // 一個簡單的函式來新增一個偏向1的曲線 【0 - 1的值的範圍內】simple function to add a curved bias towards 1 for a value in the 0-1 range
        private static float CurveFactor(float factor)
        {
            return 1 - (1 - factor)*(1 - factor);
        }


        // 鬆開插值的版本,允許值超出範圍unclamped version of Lerp, to allow value to exceed the from-to range
        //非限制版本的插值函式,“非限制”怎麼體現?
        private static float ULerp(float from, float to, float value)
        {
            return (1.0f - value)*from + value*to;
        }

       //計算齒輪因素/檔位因子
        private void CalculateGearFactor()
        {
            float f = (1/(float) GearsNum);
            // gear factor is a normalised representation of the current speed within the current gear's range of speeds.
            // We smooth towards the 'target' gear factor, so that revs don't instantly snap up or down when changing gear.
            //齒輪因素是在當前齒輪的速度範圍的正常表示。我們順利走向“目標”裝備因素,所以轉速時不要立即調節或向下改變齒輪。
            //目標齒輪數=(當前速度/最大速度)*最大齒輪數-當前齒輪數
            //我們要讓值平滑地想著目標移動,以保證轉速不會在變換檔位時突然地上高或者降低
            //反向差值,通過當前速度的比例值,找當前速度在當前檔位的比例位置,得到的值將是一個0~1範圍內的值。
            var targetGearFactor = Mathf.InverseLerp(f*m_GearNum, f*(m_GearNum + 1), Mathf.Abs(CurrentSpeed/MaxSpeed));//反插值,計算比例值(5,10,8)=(8-5)/(10-5)=3/5  mathf.abs絕對值
            //從當前檔位因子向目標檔位因子做平滑差值
            m_GearFactor = Mathf.Lerp(m_GearFactor, targetGearFactor, Time.deltaTime*5f);
        }

        //計算引擎轉速(顯示/聲音)
        private void CalculateRevs()
        {   //計算引擎轉速(顯示/聲音)
            //(這樣做是回想起來-轉速不習慣在力/功率計算)
            //(我的個人理解:)這個計算是回溯的轉速,不能用於力的計算。
            //計算在當前檔位上的轉速因子(決定在當前檔位上的轉速)
            // calculate engine revs (for display / sound)
            // (this is done in retrospect - revs are not used in force/power calculations)
            CalculateGearFactor();
            var gearNumFactor = m_GearNum/(float) GearsNum;
            //計算當前檔位最小速度
            var revsRangeMin = ULerp(0f, m_RevRangeBoundary, CurveFactor(gearNumFactor));
            //計算當前檔位最大速度
            var revsRangeMax = ULerp(m_RevRangeBoundary, 1f, gearNumFactor);
            //根據當前的轉速因子,計算當前的轉速
            Revs = ULerp(revsRangeMin, revsRangeMax, m_GearFactor);
        }


        public void Move(float steering, float accel, float footbrake, float clutch, float handbrake)
        {
            for (int i = 0; i < 4; i++)
            {
                Quaternion quat;
                Vector3 position;
                m_WheelColliders[i].GetWorldPose(out position, out quat);
                m_WheelMeshes[i].transform.position = position;
                m_WheelMeshes[i].transform.rotation = quat;
            }

            //steering wheel 控制方向盤的旋轉
            wheel.transform.Rotate(new Vector3(0, -wheelz, wheely), steering * m_MaxSteerWheelAngle - old_wheelangle * m_MaxSteerWheelAngle);
            old_wheelangle = steering;
            //panelShowArray面板顯示陣列  CurrentSpeed返回了剛體的速度
            panelShowArray[0].transform.Rotate(new Vector3(0, 1, 0), (CurrentSpeed - oldSpeedPanelAngle) * 242.0f / 150.0f, Space.Self);//Space.Self指區域性座標,即繞Y軸轉動
            oldSpeedPanelAngle = CurrentSpeed;
            float factor = CurrentTorque / m_CurrentTorque;
            if(speedfactor>0)
            {
                panelShowArray[1].transform.Rotate(new Vector3(0, 1, 0), (Mathf.Clamp(speedfactor,0f,1f) - oldSpeedFactorPanelAngle) * 240f, Space.Self);
                oldSpeedFactorPanelAngle = Mathf.Clamp(speedfactor, 0f, 1f);
            }

            float showSpeed = (int)CurrentSpeed;
            if (CurrentSpeed % ((int)CurrentSpeed) > 0.5f)
                showSpeed++;
            
            //面板上顯示當前檔位
            panelNumArray[0].text = ""+showSpeed;
            if (m_GearNum == -1)
                panelNumArray[1].text = "" + "R";
            else if (m_GearNum == 0)
                panelNumArray[1].text = "" + "H";
            else
            {
                panelNumArray[1].text = "" + m_GearNum;
            }
           
            //限定輸入值範圍clamp input values
            steering = Mathf.Clamp(steering, -1, 1);
            AccelInput= accel = Mathf.Clamp(accel, 0, 1);

            if (autoGear)
                needClutch = true;
               if(inputType==InputType.Keyboard)
               {
                   BrakeInput = footbrake = -1 * Mathf.Clamp(footbrake, -1, 0);
                   if (needClutch)
                       clutch = -1 * Mathf.Clamp(clutch, -1, 0);
                   else
                       clutch = 0;
               }
                else
               {
                   BrakeInput = footbrake = (footbrake + 1) * 0.5f;
                   if (needClutch)
                       clutch = (clutch + 1) * 0.5f;
                   else
                       clutch = 0;
               }

            //設定前輪轉角
            //wheels下標為0、1的就是前輪
            //Set the steer on the front wheels.
            //Assuming that wheels 0 and 1 are the front wheels.
            m_SteerAngle = steering *m_MaximumSteerAngle;
            m_WheelColliders[0].steerAngle = m_SteerAngle;
            m_WheelColliders[1].steerAngle = m_SteerAngle;
            //換擋
            GearChange(clutch);
            //角度輔助助手,旋轉更平滑
            SteerHelper();
            //設定加速/剎車資訊到WheelCollider
            ApplyDrive(accel, footbrake,clutch,(int)handbrake);
            //檢查速度範圍
            CapSpeed();

            //Set the handbrake.
            //Assuming that wheels 2 and 3 are the rear wheels.
            //計算轉速
            CalculateRevs();
            //施加下壓力
            AddDownForce();
            //檢查輪胎
            CheckForWheelSpin();
            //牽引力控制系統
            TractionControl();

            //show
            hshow = m_SteerAngle;
            vshow =footbrake ;
            brakeshow = accel;
            handbrakeshow =handbrake;

        }

//控制車速
        private void CapSpeed()
        {
            float speed = m_Rigidbody.velocity.magnitude;
            switch (m_SpeedType)
            {
                case SpeedType.MPH:
                    //轉換單位便於比較,將速度m/s轉換為mile/h
                    speed *= 2.23693629f;
                    if (speed > m_Topspeed)
                        m_Rigidbody.velocity = (m_Topspeed/2.23693629f) * m_Rigidbody.velocity.normalized;
                    break;
                //將速度m/s轉換為km/h,以便比較
                case SpeedType.KPH:
                    speed *= 3.6f;
                    if (speed > m_Topspeed)
                        m_Rigidbody.velocity = (m_Topspeed/3.6f) * m_Rigidbody.velocity.normalized;
                    break;
            }
        }

//設定加速/剎車資訊到WheelCollider
        private void ApplyDrive(float accel, float footbrake,float clutch,int handbrake)
        {
            if (handbrake == 1&&!ispress)
            {
                pressHandbrake = !pressHandbrake;
                ispress = true;
            }
            if (handbrake == 0)
                ispress = false;
         

            float thrustTorque;


            switch (m_CarDriveType)
            {
                case CarDriveType.FourWheelDrive:
                    thrustTorque =accel * (m_CurrentTorque / 4f);                   
                    for (int i = 0; i < 4; i++)
                        myApplyDrive(i,thrustTorque,clutch);
                    break;

                case CarDriveType.FrontWheelDrive:
                    thrustTorque = accel * (m_CurrentTorque / 2f);
                    myApplyDrive(0, thrustTorque, clutch);
                    myApplyDrive(1, thrustTorque, clutch);
                    break;

                case CarDriveType.RearWheelDrive:
                    thrustTorque = accel * (m_CurrentTorque / 2f);
                //    thrustTorque = testtoque;
                //    if(testtoque>=164.4948)
                //    testtoque-=0.1f;
                    
                //    Debug.Log(CurrentSpeed+"eee"+testtoque);
                //oldrpm = CurrentSpeed;
                    myApplyDrive(2, thrustTorque, clutch);
                    myApplyDrive(3, thrustTorque, clutch);
                    break;

            }

            for (int i = 0; i < 4; i++)
            {
                

                if (!pressHandbrake)
               {
                   if (Vector3.Angle(transform.forward, m_Rigidbody.velocity) < 50f && CurrentSpeed > m_TopBackspeed)
                       m_WheelColliders[i].brakeTorque = m_BrakeTorque * accel;
                   else if (footbrake > 0)
                   {
                       //m_WheelColliders[i].brakeTorque = m_ReverseTorque * footbrake;
                       if(CurrentSpeed>10)
                           m_WheelColliders[i].brakeTorque = m_BrakeTorque * footbrake;
                       else
                       m_WheelColliders[i].motorTorque = 100 * footbrake;
                   }
                   else
                   {
                       m_WheelColliders[i].brakeTorque = 0;
                       WheelHit wh;
                       m_WheelColliders[i].GetGroundHit(out wh);
                       float groundangle = Vector3.Angle(Vector3.up, wh.normal);
                       if (groundangle > 5 && accel == 0 && CurrentSpeed < 1)
                           m_WheelColliders[i].motorTorque = 1;
                   }
               }
                else
                    m_WheelColliders[i].brakeTorque = m_MaxHandbrakeTorque;//剎車的力矩。這個值必須為正。
            }
      
     
        }
       
//掛擋【檔位更新】
        void GearChange(float clutch)
        {//不是自動擋
           if(!autoGear)
           {
              if(needClutch)
              {//踩離合換擋
                 if(clutch>0.5f)
                     Gear();
              }
               else
              {//不需要離合直接換擋
                  Gear();
              }
           }
           
           //自動換擋
            else
           {
               //後退檔
               if (Input.GetButton("reverse")||Input.GetButtonDown(shiftDownButton))
                   m_GearNum = -1;
               //空擋
               else if (Input.GetButton("neutral"))
                   m_GearNum = 0;
               //1檔
               else if (Input.GetButtonDown("first") || Input.GetButtonDown(shiftUpButton))
                   m_GearNum = 1;
               //執行時汽車自動換擋
               //這裡其實相當於將所有速度進行了劃分,f就是指的目前速度處於最大速度的幾分之幾
               //如果NoOfGears是5,那麼就把速度分成5段
               //1檔就是0/5 ~ 1/5,
               //2檔就是1/5 ~ 2/5,
               //3檔就是2/5 ~ 3/5,
               //4檔就是3/5 ~ 4/5,
               //5檔就是4/5 ~ 5/5,
               //每次先看當前檔位是幾檔,然後看當前速度是否匹配當前檔位,如果匹配當前檔位沒啥事,如果不匹配則看當前速度如果小於當前檔位
               //最小速度則減檔,如果大於當前檔位最大速度則,加檔;
               else if(m_GearNum>0&&m_GearNum<=positiveGearsNum)
               {
                   float f = Mathf.Abs(CurrentSpeed / MaxSpeed);
                   //計算當前檔位速度下限
                   float downgearlimit = (1 / (float)positiveGearsNum) * (m_GearNum-1) ;
                   //計算當前檔位速度上限
                   float upgearlimit = (1 / (float)positiveGearsNum) * (m_GearNum);

                   factor = 1.2f - (float)m_GearNum / positiveGearsNum;
                   speedfactor = f / upgearlimit;

                  if(!autoClutchDown&&tickTime==0)
                  {
                      if (f > upgearlimit && m_GearNum < positiveGearsNum)
                          autoClutchUp = true;
                  }

                  if(!autoClutchUp&&tickTime==0)
                  {
                      if (m_GearNum > 1 && f < downgearlimit)
                          autoClutchDown = true;
                  }

                  if (autoClutchUp && tickTime == 0)
                   {
                       m_GearNum++;
                       tickTime++;
                   }
                  if (autoClutchDown && tickTime == 0)
                   {
                       m_GearNum--;
                       tickTime++;
                   }

                 if(tickTime!=0)
                 {
                     tickTime++;
                     if (tickTime > 10)
                     {
                         tickTime = 0;
                         autoClutchDown = false;
                         autoClutchUp = false;
                     }
                 }

               }
               else
                   speedfactor = CurrentSpeed / m_TopBackspeed;
            }
        }

//手動切換當前檔位
        void Gear()
        {   //根據鍵盤來更換當前檔位
            if (shifter == true && inputType != InputType.Keyboard)
            {
                if (Input.GetButton("reverse"))
                    m_GearNum = -1;
                else if (Input.GetButton("neutral"))
                    m_GearNum = 0;
                else if (Input.GetButton("first"))
                    m_GearNum = 1;
                else if (Input.GetButton("second"))
                    m_GearNum = 2;
                else if (Input.GetButton("third"))
                    m_GearNum = 3;
                else if (Input.GetButton("fourth"))
                    m_GearNum = 4;
                else if (Input.GetButton("fifth"))
                    m_GearNum = 5;
                else if (Input.GetButton("sixth"))
                    m_GearNum = -1;
                else
                    m_GearNum = 0;
            }
            else
            {//方向鍵控制
                if (Input.GetButtonDown(shiftUpButton))
                {
                    if (m_GearNum < positiveGearsNum)
                        m_GearNum++;
                }
                if (Input.GetButtonDown(shiftDownButton))
                {
                    if (m_GearNum > -1)
                        --m_GearNum;
                }
            }
        }

        void myApplyDrive(int i,float oneTorque,float clutch)
        {
            CurrentTorque = oneTorque;
         if(!pressHandbrake)
         {
             if (!autoGear)
             {
                 if (m_GearNum > 0)
                 {
                     float f = Mathf.Abs(CurrentSpeed / MaxSpeed);
                     float upgearlimit = (1 / (float)positiveGearsNum) * m_GearNum * GetFactor(myGearFactor);
                     float downgearlimit = (1 / (float)positiveGearsNum) * m_GearNum;
                     float IForNOT;
                     if (f >= downgearlimit)
                         IForNOT = 1;
                     else
                         IForNOT = 0;

                     float calTorque;
                     factor = 1.2f - (float)m_GearNum / positiveGearsNum;
                     speedfactor = f / upgearlimit;
                     calTorque = factor * oneTorque + (1.2f - factor) * oneTorque * (CurrentSpeed / MaxSpeed) + PlusTorque * GetFactor(myAccelSpeedFactor) * IForNOT;
                     if (f > upgearlimit)
                         calTorque = everyGearlimit_factor * calTorque;
                     m_WheelColliders[i].motorTorque = -calTorque * (1 - clutch);
                     CurrentTorque = calTorque;
                 }
                 else if (m_GearNum < 0 && CurrentSpeed < m_TopBackspeed)
                 {
                     m_WheelColliders[i].motorTorque = oneTorque * (1 - clutch);
                     speedfactor = CurrentSpeed / m_TopBackspeed;
                 }
                 else
                     speedfactor = CurrentSpeed / m_TopBackspeed;
             }
             else
             {
                 if(m_GearNum>0)
                     m_WheelColliders[i].motorTorque = -oneTorque;
                 else
                     m_WheelColliders[i].motorTorque = oneTorque;
             }
         }

        }
   
        float GetFactor(float[] fact)
        {
            if (myGearFactor.Length != positiveGearsNum)
            {
                Debug.LogError("GearFactor Error!");
                return -1;
            }
            else
                return fact[m_GearNum-1];

        }

        private void SteerHelper()
        {
            for (int i = 0; i < 4; i++)
            {
                WheelHit wheelhit;
                m_WheelColliders[i].GetGroundHit(out wheelhit);
                if (wheelhit.normal == Vector3.zero)
                    return; // wheels arent on the ground so dont realign the rigidbody velocity
                //假如輪子離地,就不用調整汽車角度了
            }

            // this if is needed to avoid gimbal lock problems that will make the car suddenly shift direction
            //這個是為了避免萬向鎖問題的,萬向鎖問題會導致汽車突然變換方向(我直到萬向鎖問題,但不理解下面是怎麼避免問題的,我只知道四元數的使用
            //就是為了避免萬向鎖問題)
            //下面這個If函式的效果就是,假如上一次車體Y方向角度比這次小於十度,就根據相差的度數乘以係數m_SteerHelper
            //計算出這個偏移角度的四元數,然後將剛體速度直接旋轉這個偏倚度數,
            //根據程式碼開頭m_SteerHelper的定義,這個做法相當於做了一個角度輔助,不完全憑藉WheelCollider物理效果
            //而直接操控速度方向,對車角度進行調整。
            if (Mathf.Abs(m_OldRotation - transform.eulerAngles.y) < 10f)
            {
                var turnadjust = (transform.eulerAngles.y - m_OldRotation) * m_SteerHelper;
                Quaternion velRotation = Quaternion.AngleAxis(turnadjust, Vector3.up);
                m_Rigidbody.velocity = velRotation * m_Rigidbody.velocity;
            }
            m_OldRotation = transform.eulerAngles.y;

            for(int i=0;i<m_frontBrake.Length;i++)
            {
                angle[i] = m_SteerAngle - old_steerAngle[i];
                old_steerAngle[i] = m_SteerAngle;
                m_frontBrake[i].transform.RotateAround(m_WheelMeshes[i].transform.position, Vector3.up, angle[i]);
            }
        }


// 新增下壓力:這是用來新增更多的速度控制this is used to add more grip in relation to speed
        private void AddDownForce()
        {
            m_WheelColliders[0].attachedRigidbody.AddForce(-transform.up*m_Downforce*
                                                         m_WheelColliders[0].attachedRigidbody.velocity.magnitude);
        }


       // checks if the wheels are spinning and is so does three things
        //檢查輪胎是否旋轉
        // 1) emits particles
        //檢查是否發射尾氣粒子
        // 2) plays tiure skidding sounds
        //播放滑行音
        // 3) leaves skidmarks on the ground
        //去掉剎車印
        // these effects are controlled through the WheelEffects class
        //這些特效都是通過WheelEffects類控制的
//檢查輪胎
        private void CheckForWheelSpin()
        {
            // loop through all wheels
            for (int i = 0; i < 4; i++)
            {
                WheelHit wheelHit;
                m_WheelColliders[i].GetGroundHit(out wheelHit);

                // 輪胎下滑超過給定的閾值嗎 is the tire slipping above the given threshhold
                if (Mathf.Abs(wheelHit.forwardSlip) >= m_SlipLimit || Mathf.Abs(wheelHit.sidewaysSlip) >= m_SlipLimit)
                {
                    m_myWheelEffects[i].EmitTyreSmoke();
                    //超出則發射煙霧粒子
                    // avoiding all four tires screeching at the same time
                    // if they do it can lead to some strange audio artefacts
                    //避免四個輪胎都同時播放滑行聲音
                    //如果那樣的話會導致某些奇怪的音效
                    if (!AnySkidSoundPlaying())
                    {
                        m_myWheelEffects[i].PlayAudio();
                    }
                    continue;
                }

                // if it wasnt slipping stop all the audio
                //假如沒有超出閾值,還沒有停止音效,則停止音效
                if (m_myWheelEffects[i].PlayingAudio)
                {
                    m_myWheelEffects[i].StopAudio();
                }
                // end the trail generation
                //停止煙霧生成
                m_myWheelEffects[i].EndSkidTrail();
            }
        }

        // crude traction control that reduces the power to wheel if the car is wheel spinning too much
        //如果汽車輪胎過度滑轉,牽引力系統可以控制減少輪胎動力
//牽引力控制系統
        private void TractionControl()
        {
            WheelHit wheelHit;
            switch (m_CarDriveType)
            {
                case CarDriveType.FourWheelDrive:
                    // loop through all wheels
                    for (int i = 0; i < 4; i++)
                    {
                        m_WheelColliders[i].GetGroundHit(out wheelHit);
                        AdjustTorque(wheelHit.forwardSlip);
                    }
                    break;

                case CarDriveType.RearWheelDrive:
                    m_WheelColliders[2].GetGroundHit(out wheelHit);
                    AdjustTorque(wheelHit.forwardSlip);

                    m_WheelColliders[3].GetGroundHit(out wheelHit);
                    AdjustTorque(wheelHit.forwardSlip);
                    break;

                case CarDriveType.FrontWheelDrive:
                    m_WheelColliders[0].GetGroundHit(out wheelHit);
                    AdjustTorque(wheelHit.forwardSlip);

                    m_WheelColliders[1].GetGroundHit(out wheelHit);
                    AdjustTorque(wheelHit.forwardSlip);
                    break;
            }
        }


        private void AdjustTorque(float forwardSlip)
        {//當向前滑動距離超過閾值後,就說明輪胎過度滑轉,則減少牽引力,以降低轉速。
            //調整m_CurrentTorque值的大小來控制牽引力
            if (forwardSlip >= m_SlipLimit && m_CurrentTorque >= 0)
            {
                m_CurrentTorque -= 10 * m_TractionControl;
            }
            else
            {
                m_CurrentTorque += 10 * m_TractionControl;
                if (m_CurrentTorque > m_FullTorqueOverAllWheels)
                {
                    m_CurrentTorque = m_FullTorqueOverAllWheels;
                }
            }
        }


        void OnGUI()
        {
          GUIStyle size=new GUIStyle();
          size.fontSize=30;
            GUI.Label(new Rect(500, 20, 100, 20), "Throttle:" + vshow);
            GUI.Label(new Rect(500, 50, 100, 20), "Wheel:" + hshow);
            GUI.Label(new Rect(500, 70, 100, 20), "Brake:" + brakeshow);
            GUI.Label(new Rect(500, 90, 100, 20), "handBrake:" + handbrakeshow);
            GUI.Label(new Rect(500, 120, 100, 20), "geer:" + m_GearNum, size);
            GUI.Label(new Rect(500, 160, 100, 20), "speed:" + (int)CurrentSpeed, size);
        }

        private bool AnySkidSoundPlaying()
        {
            for (int i = 0; i < 4; i++)
            {
                if (m_myWheelEffects[i].PlayingAudio)
                {
                    return true;
                }
            }
            return false;
        }
    }
}