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PROGRAMA DE AMOSTRA AUTOMOTRIZ

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Por:   •  19/11/2014  •  Tese  •  1.980 Palavras (8 Páginas)  •  244 Visualizações

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// ----------- CAR TUTORIAL SAMPLE PROJECT, ? Andrew Gotow 2009 -----------------

// Here's the basic AI driven car script described in my tutorial at www.gotow.net/andrew/blog.

// A Complete explaination of how this script works can be found at the link above, along

// with detailed instructions on how to write one of your own, and tips on what values to

// assign to the script variables for it to work well for your application.

// -------------------------- Addapted and Modified by RCB ---------------------------------

using System;

using System.Collections.Generic;

using System.Linq;

using System.Text;

using UnityEngine;

public class MoveAICar : MonoBehaviour

{

// These variables allow the script to power the wheels of the car.

public WheelCollider frontLeftWheel;

public WheelCollider frontRightWheel;

// These variables are for the gears, the array is the list of ratios. The script

// uses the defined gear ratios to determine how much torque to apply to the wheels.

public float[] gearRatio;

public int currentGear = 0;

// Here's all the variables for the AI, the waypoints are determined in the "GetWaypoints" function.

// the waypoint container is used to search for all the waypoints in the scene, and the current

// waypoint is used to determine which waypoint in the array the car is aiming for.

public GameObject waypointContainer;

private List<Transform> waypoints;

private int currentWaypoint = 0;

// These variables are just for applying torque to the wheels and shifting gears.

// using the defined Max and Min Engine RPM, the script can determine what gear the

// car needs to be in.

public float engineTorque = 600F;

public float maxEngineRPM = 3000F;

public float minEngineRPM = 1000F;

private float engineRPM;

// input steer and input torque are the values substituted out for the player input. The

// "NavigateTowardsWaypoint" function determines values to use for these variables to move the car

// in the desired direction.

private float inputSteer = 0.0F;

private float inputTorque = 0.0F;

public void Start()

{

// This makes the car more stable

rigidbody.centerOfMass = new Vector3(rigidbody.centerOfMass.x,

-1.5F,

rigidbody.centerOfMass.z);

// Create the array with the gear ratios

gearRatio = new float[6];

gearRatio[0] = 4.31F;

gearRatio[1] = 2.71F;

gearRatio[2] = 1.88F;

gearRatio[3] = 1.41F;

gearRatio[4] = 1.13F;

gearRatio[5] = 0.93F;

// Call the function to determine the array of waypoints. This sets up the array of points by finding

// transform components inside of a source container.

FindWayPoints();

}

public void Update()

{

// This is to limith the maximum speed of the car

rigidbody.drag = rigidbody.velocity.magnitude / 250F;

// Call the funtion to determine the desired input values for the car. This essentially steers and

// applies gas to the engine.

NavigateTowardsWaypoint();

// Compute the engine RPM based on the average RPM of the two wheels, then call the shift gear function

engineRPM = (frontLeftWheel.rpm + frontRightWheel.rpm) / 2 * gearRatio[currentGear];

ShiftGears();

// Apply the values to the wheels. The torque applied is divided by the current gear, and

// multiplied by the user input variable.

frontLeftWheel.motorTorque = (engineTorque / gearRatio[currentGear]) * inputTorque;

frontRightWheel.motorTorque = (engineTorque / gearRatio[currentGear]) * inputTorque;

// The steer angle is an arbitrary value multiplied by the user input.

frontLeftWheel.steerAngle = 10 * inputSteer;

frontRightWheel.steerAngle = 10 * inputSteer;

}

private void ShiftGears()

{

...

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