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unity3d官方汽车教程的翻译版本car3

unity3d官方汽车教程的翻译版本car3
unity3d官方汽车教程的翻译版本car3

“The Car Tutorial

Creating a Racing Game for Unity

在Unity中创建赛车游戏

Part3:Under the Hood引擎盖之下

We’ve covered how to assemble a working car from a3d model,scripts and

built-in Components.We have also looked at the exposed variables and how they

can be used to tweak the car’s behavior.

我们已经介绍了如何从3D模型、脚本和内建的组件开始组装一辆可以工作的汽车,我们也

看到披露出的变量和它们怎么被用来调整汽车的行为。

Now it’s about time we look more in-depth at the fine mechanics inside the engine of the car-The Car-script.

现在是时候我们来更深入的看看汽车引擎内的完美机械--汽车脚本。

?Double click on the Car.js script to open it with your code editor.

双击Car.js脚本并在你的代码编辑器中打开它。

This script can at first glance be a little intimidating,spanning500+lines of codes and comments,and a lot of variables and functions.Don’t despair though. The script is structured so that we have relatively small functions with meaningful names,that does exactly what they say they do.Following this,the code is not littered with comments that explains everything again-simply because the code is telling it’s own story.

这个脚本乍一看可能有点吓人,超过500行的代码和注释,并且有许多变量和函数。但不要绝望。脚本已经被结构化了以便我们能得到一些相对小的且具有有意义的名字的函数,这正是它们想说和想做的,在此之后,代码就不会到处都是再次解释每一件事情的注释了--很简单由代码来告诉我们它们的内容。

The way we suggest you to look at it is to find the best entry points and then follow along.In this case these entry points will be the Start(),Update()and FixedUpdate()functions.

方法是我们建议你找到一个最好的切入点,然后展开,这本例中这些切入点将会是Start(), Update()和FixedUpdate()函数。

Each of these“main”functions are calling other functions.So when we begin by looking at the Start()function,we see that the first function called is SetupWheelColliders().Locate that function in the code and study what it does,

and then go back to Start()and go to the next function which is SetupCenterOfMass().By following this code trail you get the overview over what is actually happening in code,that makes the car work the way it does.每一个“main”函数都是用来调用其他函数的,所以当我们开始看Start()函数时,我们看到调用的第一个函数是SetupWheelColliders(),在代码中寻找那个函数并学习它是如何做的,然后返回Start()函数继续下一个函数SetupCenterOfMass()。循着这个代码线索你将得到概括出在代码中实际发生了什么,这些和汽车的工作的方式一样。

In the following we will look at all those functions.We are not going to explain each line of code,but we are providing an entry point and going through everything essential that takes place from the setup to what happens each frame. So without further ado,let us start at the beginning.

在下面我们能看到所有这些函数,我们将不逐行解释代码,但我们提供了一个切入点和通过在setup时在每一帧中所发生的每一件必要的事情来了解,所以无需更多废话,让我们从头开始吧。

Which are the most important things?哪些是最重要的事情?

Working inside Unity is easy in so many ways,because of stuff like the editor,the drag and drop workflow and all the built in components.Setting up the Car is half-way there-Unity takes care of importing the model,we get collision, rendering and physics setup for us with just a few clicks to add the Components.在很多方面来说在Unity中工作是比较容易的,因为大家比较喜欢使用编辑器和拖拽所有内置的组件来工作,在这里汽车是设置半成品-Unity照顾到了模型的导入,我们只是通过一些单击增加了得到碰撞,渲染及物理设置的组件。

Inside our script,we are mainly working at manipulating these Components. You will of course stumble upon a lot of calculations that we use to determine

what happens to the car.This is an unavoidable part of doing real games:You have to setup some logic through for example scripting when you want to do more than just the basics.But these calculations are just that:Calculations to get the right values to feed to our Components.

在我们的脚本中,我们主要的工作是维护这些组件,你当然会在许多我们用来确定汽车发生了什么的计算前被绊倒。在做实际的游戏中这是一个不可避免的部分:你要通过例子脚本设置一些逻辑,当你想要做的不仅仅是最基本的东西的时候,但这些计算仅仅是:计算并得到正确的值提供给我们的组件。

If you feel that the code is overwhelming and don’t know where to start,one approach could be to focus on the following items,and consider most of what else is going on as something that affects and supports these items:

如果你感到这些代码像一座大山并且不知道如何开始,一个方法是可以把目光放在以下项目上,并考虑大多数那些可以影响和支持这些项目可以继续的事情:

?The Rigidbody

刚体

?The Wheel Colliders

车轮碰撞体

?The Calculations that we do and the order that we do them in.

我们做的那些计算和我们做它们的顺序。

Think of it like this:

像这样的思考:

?By adding the rigidbody to our car model we have a way of controlling it in a physical way.We do that by calculating the forces that drive it forwards and the forces that slows it down.

通过给我们的汽车增加刚体使我们获得了在物理方式上控制它的一个方法,我们通过计算驱动它向前的力和使它变慢、减缓下来的力来做到这些。

?By adding the Wheel Colliders we get control over where the Car meets the road.

通过增加车轮碰撞器我们得到了汽车和路面相碰时的控制。

Start()-the Setup设置

This is where we do the initialization needed for the car.The Start()function is executed only once,in the beginning of the script,before the Update functions. Therefore Start()is often used to set up the initial prerequisites in the code.The first function we visit is:

这里是我们需要在汽车中做初始化的地方,在脚本开始的时候,Start()函数仅执行一次,在Update函数之前,因为在代码中Start()函数总是被是用来做初始条件的设置,所以第一个函数我们先看它:

SetupWheelColliders()设置车轮碰撞器

We have four wheels attached to our car,and we have put them into the FrontWheels and Rear-Wheels arrays from the Inspector.In this function we create the actual colliders,making the wheels interact with the surface below the car.We start out in the function by visiting SetupWheelFrictionCurve().

我们的车上附着着四个车轮,在检查面板上我们把它们放在FrontWheels(前轮)和Rear-Wheels(后轮)数组中。在这个函数中我们建立一个实际的碰撞器,使得车轮与汽车下面的地面进行交互。我们开始时是看SetupWheelFrictionCurve().函数。

SetupWheelFrictionCurve()

In SetupWheelFrictionCurve()we simply create a new WheelFrictionCurve and assign it the values that we think are appropriate for our car.A WheelFrictionCurve is used by WheelColliders to describe friction properties of the wheel tire.If you want to get serious with using Unity’s built in WheelColliders,stop by the documentation.

在SetupWheelFrictionCurve()函数中我们简单建立一个新的WheelFrictionCurve并且给它分配值对于我们的汽车来说我们认为是恰当的。一个WheelFrictionCurve被车轮碰撞器用来说明车轮轮胎的摩擦属性。如果你想获得使用Unity构造的车轮碰撞器重要内

容,停下看这个文档。

WheelFrictionCurve车轮摩擦曲线

从左图可以看出曲线可以分为三段,上升段,下降

段,水平段;按照Unity帮助说明,只取前两段,

这个摩擦曲线的作用是根据这个曲线,输出一个随

时间变化的摩擦力,段的划分是以曲线某点的切线

的斜率为0为标准划分的,即0-->Extremum(极

值点)和Extremum(极值点)-->Asymptote(渐

进点),这个滑动计算完全是建立在一个物理摩擦模型基础上的。

extremumSlip极值点滑动值(默认为1)

extremumValue极值点摩擦力值(默认20000)

asymptoteSlip渐进点滑动值(默认2)。

asymptoteValue渐进点摩擦力值(默认10000)。

stiffnessMultiplier极值点摩擦力值和渐进点摩擦力值的刚度系数(默认值1)。

WheelFrictionCurve会被用在WheelCollider对象中,例如:

wfc=new WheelFrictionCurve();

wfc.extremumSlip=1;

wfc.extremumValue=50;

wfc.asymptoteSlip=2;

wfc.asymptoteValue=25;

wfc.stiffness=1;

var wc:WheelCollider=go.AddComponent(typeof(WheelCollider))as WheelCollider;

wc.sidewaysFriction=wfc;//轮子的摩擦曲线实例赋给碰撞器的侧向摩擦属性

而摩擦曲线会被放在WheelCollider的WheelCollider.forwardFriction(向前摩擦)和

WheelCollider.sidewaysFriction(侧向摩擦)属性中。在本教程中可以看出,只考虑了侧向摩擦。

SetupWheel()设置车轮

After setting up the curve,we are back in SetupWheelColliders(),ready to create the actual colliders and Wheel objects.This is done by calling the function SetupWheel()for each of our wheels.If you look at that function,you will see that it takes two parameters:A Transform and a boolean,and returns a Wheel object. What we do is,that we feed this function with the transform of each of our wheel transforms,and stating whether or not this wheel is a front wheel.The function then creates and returns a Wheel object that we put into our wheels array,which holds all our wheels for the rest of the script:

在设置了曲线之后,我们返回到SetupWheelColliders()函数,准备建立一个实际的碰撞器和车轮对象,这是通过每一个车轮调用SetupWheel()函数来完成的,如果你看那个函数,你将看到它带了两个参数:一个空间变换参数和一个布尔值参数,并且返回一个车轮对象。我们做了什么呢,我们给这个函数提供了每一个车轮的空间变换,并且说明不管这个车轮是不是前轮,这个函数然后建立并返回一个车轮对象,我们把它放到我们的车轮数组中,那里放置了所有我们在脚本中其余的车轮。

for(var t:Transform in frontWheels){

wheels[wheelCount]=SetupWheel(t,true);

wheelCount++;

}

Inside SetupWheel()it’s actually rather simple what we do:We create a new GameObject and give it the same position and rotation as the wheel we are currently processing.Then we add a Wheel-Collider component to that GameObject.

SetupWheel()函数内,我们做的实际上相当简单:我们建立一个新的游戏对象并且给它

一个我们当前进程中与车轮相同的位置和旋转,然后我们给游戏对象增加一个车轮碰撞器组件。

We set the properties of the WheelCollider from the suspension variables that we discussed when we tweaked the car(the suspension range,spring and damper).

我们根据悬挂变量来设置车轮碰撞器的属性,那些在我们调整汽车时讨论过的(悬挂范围、弹簧和阻尼器)

Then we create a new Wheel object and feed it the properties it needs:The collider we created,the WheelFrictionCurve,the graphics for the wheel(which is the DiscBrake object we dragged to the inspector when we set up the car)and the graphics for the tire(which is the child of the DiscBrake).

然后我们建立一个新的车轮对象并给他提供必须的属性:我们建立的碰撞器,摩擦曲线,车轮图像(那里有在我们设置汽车时拖拽到检查面板上的盘式制动器对象)和轮胎图像(盘式制动器的子对象)。

We set the radius of the wheel automatically,based on the size of the tire:

我们自动设置车轮的半径,基于轮胎的尺寸:

wheel.collider.radius=wheel.tireGraphic.renderer.bounds.size.y/2;

Finally we check whether the wheel we just created is a front wheel or a rear wheel by looking at the true or false value that we passed to the SetupWheel(). If it is a rear wheel,we set its drive-Wheel variable to true,and if it is a front wheel we instead set its steerWheel variable to true.

最后我们检查我们刚刚创建的车轮是否是前轮和后轮,通过查看我们传递给SetupWheel()函数的值是True还是False。如果它是后轮,我们设置它的驱动轮变量为真,如果是前轮我们替代的设置是转向轮变量为真。(steerWheel:翻译成转向轮)

Later in the code we are making sure that the car can only drive if at least one of the drive wheels are touching the ground,and only steer if at least one steer wheel is on ground.

在后面的代码我们确保车在至少一个驱动轮接触地面时才能被驱动,并且至少有一个转向轮

在地面上。

Additionally we do a little manoeuvre for the front wheel,by creating an extra game object that we put in between the frame of the car and the wheel.This is the Steer Column that we use later when we rotate the wheel when turning. Then we return the created wheel,which gets put into the wheel array back in SetupWheelColliders()and when we have processed all wheels,we exit the function and go back to Start().(Steer Column:转向杆)

另外我们通过创建一个放置在车架和车轮之间的额外的游戏对象,对前轮使了个小花招。这是一个以后当我们旋转车轮在转弯时用的转向杆。然后我们返回一个创建的车轮并把它放到

车轮数组中返回到SetupWheelColliders()函数中,并且当我们处理完所有的车轮,我们退出这个函数返回到Start()函数。

SetupCenterOfMass()设置质心

This is the next function that we visit.This is a very small function,that set the rigidbody’s center of mass to the CenterOfMass Game Object that we created earlier.If the center of mass has not been set,the rigidbody will use the default that Unity calculates.

这是我们访问的下一个函数,这是一个非常小的函数,它给我们早前建立的CenterOfMass 游戏对象设置质量的刚体中心,如果质量中心没被设置,刚体将使用缺省的Unity计算结果。Then we convert the top speed entered in the inspector using a small utility function:

然后我们使用一个小的工具函数转换在检查面板上输入的最高速度:

topSpeed=Convert_Miles_Per_Hour_To_Meters_Per_Second(topSpeed);

The function just multiplies the topSpeed variable with the number0.44704, which translates it to meters per second.This is setup so that we can input the desired speed in the inspector in miles per hour.When calculating physics,we

operate with meters/second.We also have a small function doing the inverse calculation,which is useful if you for instance want to output the speed of the car in miles per hour.

这个函数只给topSpeed(最高速度)变量乘了个0.44704,翻译成米/秒,这个设置是为了使我们能在检查面板上按公里/每小时输入速度,在物理计算时,我们按米/秒操作,我们

也可用一个小的函数做逆运算,这是有用的,例如,如果你要输出以英里每小时的车速。

SetupGears()设置档位

Gears are automatically setup in this function by assigning a top speed to each gear and calculating how much force is needed to accelerate the car to that given speed at each gear.The force is calculated using the friction and drag values supplied in the public variables,which means that this calculation is basically a linear z-axis version of the friction calculation in the update functions.

A factor is multiplied on this force value to ensure that the car will accelerate to a speed higher than the ones assigned as thresholds for the gears.

档位式在函数中当给每个档位分配了最高速度后系统自动设置的,并计算了需要多少力来加速汽车,该给每个档位多大速度,该力是使用了提供的公共变量中的摩擦力和阻力来进行计

算的,这意味着这个在Update函数中的计算基本上是一个线性Z轴版本的摩擦力计算。一

这个力乘了个乘数因子是要确保汽车将加速到一个比给档位分配的那些阈值更高一些的速度。

SetUpSkidmarks()设置盘式制动器

This function finds the Skidmark game object in the scene and stores a reference to it and to it’s ParticleEmitter,used for smoke.The code for the skidmarks is not covered in this tutorial,but that shouldn’t stop you from opening the script and investigate it on your own.At the end of Start()we assign the x-value of our dragMultiplier array to a variable:

这个函数是在场景中寻找盘式制动器游戏对象并且给它存一个参数,给它一个发烟的粒子系统,盘式制动器的代码没包括在这个教程中,但这不能阻止你打开这个脚本和组织你去调查

它,在Start()函数的结尾,我们分配了一个我们的阻力系数数组的X值给一个变量:

initialDragMultiplierX=dragMultiplier.x;

This is stored because we modify the x variable of the dragMultiplier when we are using the handbrake,and then need to go back to the initial value again when we are not hand braking.

这个存储是因为当我们是使用手刹时我们修改了阻力系数的X值,当我们不再使用手刹时w

我们呢需要再次返回到它的初始值。

That’s it for setting it all up in the Start()function.Now we’ll move on to the main loop of the script in the Update functions,which is what happens in each frame.

这是它的设置,都在Start()函数中,现在我们将移动脚本的主循环到Update()函数中,

每一帧都会发生什。

Update()

GetInput()

The first thing we do in each frame is to read the user’s input by calling the function GetInput().The first two lines reads the vertical and horizontal axes and stores it in our throttle and steer variables:

在每一帧里我们首先做的是通过调用GetInput()函数来读取用户的输入。首先两条线读垂

直和水平并存储它们到我们的牵引力和转向变量:

throttle=Input.GetAxis(“Vertical”);

steer=Input.GetAxis(“Horizontal”);

The vertical and horizontal axes can be setup in Unity’s Input Manager(Edit->

Project Settings->Input).By default the vertical axis is set to the keys‘w’and ‘up-arrow’in the positive direction and‘s’and‘down-arrow’for the negative direction,and the value that we read here is used to apply the throttle force later.The horizontal axis is set as the keys‘a’and‘left arrow’in one direction and‘d’and‘right-arrow’in the other,used for steering.

垂直和水平轴能在Unity的输入管理中设置(Edit->Project Settings->Input),缺省的垂直轴被设成“W”键和“up-arrow”键正方向,“S”键和“down-arrow”为负方向,我们读这些值以后应用到牵引力上,水平轴设置为“a”和“left arrow”为正方向,“d”和“right-arrow”为负方向,在其它中用来操纵控制。

CheckHandbrake()检查手刹

After reading the input for controlling the car,we call the CheckHandbrake() function.This is a specific function that checks if the space key is down,and applies some logic accordingly:

读完控制汽车的输入,我们调用CheckHandbrake()检查手刹函数,这个特殊的函数检查如果空格键被按下,就执行一些逻辑代码。

When we initially press space,we set the handbrake variable to true,starts a handbrake timer and changes the dragMultiplier.x value(making the car handling more shaky,resembling hand braking).As long as we keep on holding space,nothing more will happen,since the handbrake variable is now set to true.当我们在按下空格初始化时,我们设置手刹变量为真,开始一个手刹计时器并且改变dragMultiplier.x的值(使得汽车的操控更加不稳,像用手刹车),当我们继续按住空格,什么事都不会发生,因为手刹变量现在已经设为真了。

When space is not registered as being pressed,the code in the else block will be executed,but only if handbrake is set to true.This again means that the code will

only happen when the user first lets go of space,because we set the handbrake variable to false inside the block.The coroutine StopHandbraking()will then be started:

当空格键没有按下的时候,代码中的else块被执行,除了手刹变量被设为真。只有当用户离开空格键才会再次执行这段代码,因为我们设置了手刹变量为假。同步StopHandbraking()

函数这时将会开始:

StartCoroutine(StopHandbraking(Mathf.Min(5,Time.time-handbrakeTime))); StopHandbraking()停止手刹函数

StopHandbraking()takes an input variable specifying the number of seconds it should spend on getting the dragMultiplier.x back to it’s initial state.This value is given to it as the minimum of5and the handbrake timer that we started when we began handbraking.The function then spends the specified amount of seconds getting the dragMultiplier.x value back from it’s current value,to the initial value that we stored at the end of the Start()function,making the car handling normal again.

停止手刹函数带来一个指定秒数的变量,它应该花在获得dragMultiplier.x的值并返会给它的初始化状态。手刹时间的最小值是5秒,这个函数花费指定的秒数来获得dragMultiplier.x的值返回个它的当前值。在start()函数的结尾我们存储了它的初始值,可以使汽车再次恢复正常操作。

Check_If_Car_Is_Flipped()检查汽车是不是翻了

Back in Update we now call the function Check_If_Car_Is_Flipped()to perform the“Turtle-check”.Inside that function we check the rotation of the car.It’s perfectly valid for the car to be flipped over or twisted in extreme angles,for example if we a crashing or doing some kind of insane stunt,but we want to

eliminate the possibility that the car ends in a position where we can’t drive anymore.Therefore we check if the rotation is at an angle where the car is not drivable anymore,and if it is,we add the time since the last frame to the resetTimer variable.

返回“Update”函数我们现在调用Check_If_Car_Is_Flipped()函数执行“乌龟检查”,

在这个函数中我们检查汽车的旋转,对于汽车翻转和严重倾斜来说这个函数是完美有效的,举个例子我们有个碰撞或疯狂的特技之类的,但我们想在最后消除翻转后什么都不能驾驶了

的这种情况的可能性,如果是这样,我们给resetTimer变量增加自最后一帧以来的时间。

//X、Y、Z分别描述绕三个坐标轴的旋转角度(0~360),这三个角度称为欧拉角。

//绕X轴旋转的角称为俯仰角(pitch)

//绕Y轴旋转的角称为翻滚角(head或yaw)

//绕Z轴旋转的角称为摇摆角(roll)

//这里是用了判断摇摆角超过了80,小于280,且在这个状态下的时间大于resetTime,即判断为侧翻,我猜想,看到这里你已经有了别的判断方法了

if(transform.localEulerAngles.z>80&&transform.localEulerAngles.z<280) resetTimer+=Time.deltaTime;

else

resetTimer=0;

f(resetTimer>resetTime)FlipCar();

If this value eventually adds up to exceed the value that we have set for resetTime(5seconds by default),we call the function FlipCar().If the rotation of the car is not at a bad angle,we set the timer back to zero instead.

如果这个值加起来最终超过了我们设置的resetTime值(缺省为5秒),我们调用FlipCar()翻车函数,如果汽车的旋转还是一个不太糟糕的角度,我们让那个计时器返回到零。FlipCar()翻车函数

In FlipCar()we get the car back on it’s wheels and sets it’s speed to zero,so we can start driving again from a standstill.

在翻车函数中,我们让它的轮子和它的速度都为0,所以我们能再次从一个停顿开始驱动汽车。

UpdateWheelGraphics()更新车轮图像

函数中用到的数据类的结构说明:

//WheelCollider结构说明

//center车轮中心,对象的本地空间测量值

//radius车轮的半径,本地空间测量值

//suspensionDistance车轮悬挂的最大扩展距离,本地空间测量值

//suspensionSpring车轮悬挂的参数,悬挂尝试到达的目标位置

//mass车轮的质量,必须大于0,单位kg

//forwardFriction向前摩擦属性,WheelFrictionCurve类型

//sidewaysFriction侧向摩擦属性,WheelFrictionCurve类型

//motorTorque滚轴的转矩。正或负取决于方向。

//brakeTorque制动力矩,必须为正

//steerAngle转向角度,以度为单位,总是绕着本地Y轴旋转

//isGrounded指示当前车轮碰撞器是否触到地面,只读属性

//rpm当前车轮转动速度,以转/分为单位,只读属性

函数

GetGroundHit获取碰撞地面的数据信息

//WheelHit结构说明

//collider车轮碰到的其它碰撞体

//point车轮和地面的接触点,Vector3类型

//normal接触点的矢量,Vector3类型,normal一般代表标准单位矢量

//forwardDir车轮的方向指向

//sidewaysDir车轮的横向方向

//force应用到接触点的作用力的模

//forwardSlip轮胎滚动方向上的滑动。加速滑动为正,制动滑动为负

//sidewaysSlip轮胎在横方向上的滑动。

在这个函数中前面部分有一个功能就是推算车轮在接触地面和不接触地面两种情况下的位置:

if(wheelc.GetGroundHit(wh))

{

//InverseTransformPoint从世界空间到本地空间的变换

//下面的公式实际上是用接触点坐标反算车轮中心,肯定是三维坐标了,当然前提是轮胎和地面有接触

w.wheelGraphic.localPosition=wheelc.transform.up*(wheelRadius+

wheelc.transform.InverseTransformPoint(wh.point).y);

...

}else

{

//如果车轮没有接触到地面,设置车轮的图像

//这种情况下车轮中心在哪?反算车轮的空间三维坐标

//车轮的变换位置+车轮的悬挂范围

w.wheelGraphic.position=wheelc.transform.position+(-wheelc.transform.up* suspensionRange);

...

}

This is the longest and most complicated function that is called from Update(). Fortunately there is a large middle section that just deals with the placement of skidmarks,which we are not getting into.The important part in regards to the wheels is to update their position and rotation in this function.

这是最长和最复杂的函数,被在Update()函数中调用,幸运的是这里有一个大的中间部分,

只是处理放置盘式制动器的位置,使我们不会陷入其中。在这个函数中,有关的重要部分是更新的车轮的位置和旋转。

For each wheel we start by checking if it is touching the ground or not.If it is, we set the position of the wheel graphics to the position of the point where it hits the ground,but moved upwards a distance equal to the radius of the wheel.This will move the center of the wheel to the correct position in relation to the car’s chassis.

对于每一个车轮我们开始检查它是否接触地面,如果是,我们设置车轮图像的位置到它接触地面的点的位置,但向上移动一个车轮的半径,相对汽车的底盘来说这将移动车轮中心到一个正确的位置。

w.wheelGraphic.localPosition=wheel.transform.up*(wheelRadius+ wheel.transform.InverseTransformPoint(wh.point).y);

After positioning the wheel we get the velocity of the rigidbody at the point of ground impact,translate it to local space for the wheel and store this in the wheel object.

在车轮的位置之后我们给受到地面冲击的刚体的那个点一个速度,将车轮的空间坐标转换成本地空间坐标并存储到车轮对象中。

w.wheelVelo=rigidbody.GetPointVelocity(wh.point);

w.groundSpeed=w.wheelGraphic.InverseTransformDirection(w.wheelVelo);

If the wheel we are currently processing is not touching the ground,we set the position of the wheel based on its parent wheels transform and the range of the suspension.

如果当前的过程中车轮没有接触到地面,我们基于它的父车轮变换对象和悬挂范围来设置车轮的位置。

Then we apply rotation to the wheel.If it is a steer wheel,we start by applying the rotation that visualizes steering.This is done by rotating the Steer Column Game Object that we created for the steer wheels earlier.We rotate it by a factor of how much we are turning the wheel(the steering variable that we set based on user input)multiplied with the maximum turn angle we have set up. Since the Steer Column is a parent to the wheel graphics,the wheel will turn with the steer column.For all wheels we then apply the rotation that visualizes speed,by rotating the wheel in its forward direction based on speed and the radius of the wheel:

然后我们给车轮应用旋转,如果它是转向轮,我们首先把方向盘转动可视化。这是通过旋转转向柱游戏对象完成的,它是我们早先在转向轮中建立的,我们通过一个用来转动车轮多大范围的因子来旋转它(在用户输入基础上设立的转向变量),乘以我们设置的最大转弯角度。因为转向柱是车轮图像的父对象,车轮将通过转向柱转弯,对所有的车轮都应用可视化的速度旋转,通过速度和车轮的半径旋转车轮到它的前进方向。

w.tireGraphic.Rotate(Vector3.right*(w.groundSpeed.z/wheelRadius)*

Time.deltaTime*Mathf.Rad2Deg);

UpdateGear()更新档位

The last function we call from Update()is UpdateGear(),which is a small function that evaluates what gear the car is currently in by looking at the speed compared to the speed values we set for each gear back in SetupGears()that we

called from Start().

我们从Update()函数中调用的最后一个函数是UpdateGear(),更新档位函数,这是一个小函数,用来更改当前汽车的档位数,通过观察速度与在Start()函数中用SetupGears()返回的档位数后设置的速度值进行比较。(意译)

This is in fact everything that happens each frame in the Update()function-not that complicated,right?The final section we need to look at is the rest of the main loop,namely the physics calculations that take place inside FixedUpdate().这是一个事实在Update函数每一帧所发生的事情--都没那么复杂,对吗?最后的一节我们需要关注在主循环中发生的其余的事情,即发生在FixedUpdate()函数内部的物理计算。FixedUpdate()-All your physics are belong to me

更新修正--你的所有物理问题都归我处理

When dealing with physics,it is critical to keep the calculations and operations under strict control,to make sure that the result is smooth and fluent. FixedUpdate is created for that purpose.It is ensured to be executed at fixed time intervals.The documentation describing Update Order will tell you this about FixedUpdate():“It can be called multiple times per frame,if frame rate is low;and it can be not called between frames at all if frame rate is high.All Physics calculations and updates occur immediately before FixedUpdate().”

当在处理物理问题时,它的关键是要保持计算和操作要处在严格的控制之下,以确保结果是顺利和流畅的,这也是FixedUpdate函数建立的目的,它确保将在固定时间间隔内执行,对于Update函数在文档中式这样描述FixedUpdate:“如果帧的速率慢了,那么在每一帧中它就会被多次调用;或者如果帧的速率高了,就可能导致它根本不能在帧之间被调用,所有的物理计算和立即发生的更新都在FixedUpdate()之前。

We have a number of functions executed from within FixedUpdate()and all of

them are concerned with calculating and applying forces to the car.

我们在FixedUpdate()中还有一些函数要执行,所有的这些函数都关系到对汽车进行计算和

应用作用力。

UpdateDrag()更新阻力

The first one we visit is UpdateDrag().Drag is the air resistance that affects the car when it is moving,meaning that this is a force that affects the car in the opposite direction of where it’s going,slowing it down.

第一个要看的就是UpdateDrag()更新阻力,阻力是当汽车移动时空气对它的阻力影响,这

意味着对汽车行驶来说这是一个在相反的方向的作用力,使它减慢下来。

We are building the drag based on the squared velocity of the car:

我们基于汽车速度的平方构建了阻力:

Vector3(-relativeVelocity.x*Mathf.Abs(relativeVelocity.x),

-relativeVelocity.y*Mathf.Abs(relativeVelocity.y),

-relativeVelocity.z*Mathf.Abs(relativeVelocity.z));

This means that with increasing velocity the drag increases even more.Squaring the velocity when calculating drag is based on the actual drag formula used in physics.

这意味着随着速度的增加阻力增加的更多,在物理中是按速度的平方这个实际的阻力公式来计算的。

Then the relativeDrag is scaled with the dragMultiplier we already looked at,to take into account that the car’s profile looks very different from the front,sides and top.

相对阻力被比例化做dragMultiplier摩擦系数,我们已经观察到,考虑到了在汽车的配置

中汽车的前面、侧边和顶部摩擦系数有很大不同。

If we are hand braking we apply extra forces to the sideways and forwards values of the drag,based on how fast the car is going,and how the car is facing relative to it’s velocity.Notice how we use the dot product between the velocity

and the forward direction of the car to calculate extra drag in the cars forward direction.This equation results in extra drag in the forwards direction when the car is facing forwards(braking more)and less when it is facing more sideways (sliding).For the x drag value the same goes:The more the car is sliding sideways, the more we increase the x drag value,to slow down the car instead of letting it slide forever.

如果我们使用手刹,我们会有额外的力去侧滑和向前的阻力被应用,基于汽车驾驶的有多快,

和汽车相对的速度有多大。注意我们使用介于速度和前进方向的dot product来计算汽车

在汽车前进方向上额外的阻力(实际上是指速度在前进方向上的投影,利用线性代数中的矩阵的点乘来计算),当汽车朝前时这个在汽车前进方向上的额外阻力的结果(更大的制动)

是汽车越来越面临侧滑吗,像对x轴阻力值做的一样:汽车越侧滑,我们就越增加X方向阻

力值,让汽车慢下来而不是让它一直侧滑。

drag.x*=topSpeed/relativeVelocity.magnitude;

This is once again something that is simply done to make the car drive nicer-we increase the sideways drag value the slower we are going to avoid the car sliding too much on the road when turning.

这些事情再一次是想让汽车更好驾驶--我们增加侧滑阻力值减慢汽车是为了避免汽车侧滑太厉害在公路上翻车。

In the end of the function we apply the force to the rigidbody:

在函数的结尾我们给刚体一个作用力:

rigidbody.AddForce(transform.TransformDirection(drag)*rigidbody.mass*

Time.deltaTime);

Since the drag force is opposite to the velocity,we apply it to the rigidbody in it’s transform direction,resulting in slowing the car down.

因为阻力是与速度相反方向的,我们把它应用到刚体上,结果使汽车变慢。UpdateFriction()更新摩擦力

This function takes care of applying the friction that is between the wheels and

汽车专业英语翻译综合

第一章汽车总论 1)Today’s average car contains more than 15,000 separate, individual parts that must work together. These parts can be grouped into four major categories: body, engine, chassis and electrical equipment 。P1 现在的车辆一般都由15000多个分散、独立且相互配合的零部件组成。这些零部件主要分为四类:车身、发动机、底盘和电气设备。 2)The engine acts as the power unit. The internal combustion engine is most common: this obtains its power by burning a liquid fuel inside the engine cylinder. There are two types of engine: gasoline (also called a spark-ignition engine) and diesel (also called a compression-ignition engine). Both engines are called heat engines; the burning fuel generates heat which causes the gas inside the cylinder to increase its pressure and supply power to rotate a shaft connected to the power train. P3 发动机作为动力设备,常见的类型是内燃机,其原理是通过发动机缸内的液体燃料燃烧而产生能量。发动机可分为两类:汽油机(点燃式)和柴油机(压燃式),都属于热力发动机。燃料燃烧产生热量使缸内气压上升,产生的能量驱动轴旋转,并传递给动力传动系。 第二章内燃机 1)Power train system: conveys the drive to the wheels 2)Steering system: controls the direction of movement 3)Suspension system: absorbs the road shocks 4)Braking system: slows down the vehicle P4 传动系把发动机输出的扭矩传递给驱动轮。传动系包括离合器(对应机械变速器)或液力变矩器(对应液力自动变速器)、变速器、驱动轴、主减速器、差速器和驱动桥。 5)Drum brakes have a drum attached to the wheel hub, and braking occurs by means of brake shoes expanding against the inside of the drum. With disc brakes, a disc attached to the wheel hub is clenched between two brake pads. P6 鼓式制动器的制动鼓和轮毂连接,制动蹄张开压紧制动鼓内侧从而产生制动。在盘式制动器上,连着轮毂的制动盘被紧紧夹在两个制动块之间。 1)Linking the piston by a connecting rod to a crankshaft causes the gas to rotate the shaft through half a turn.The power stroke"uses up"the gas,so means must be provided to expel the burnt gas and recharge the cylinder with a fresh petrol-air mixture:this control of gas movement is the duty of the valves;An inlet valve allows the mixture to enter at the right time and an exhaust valve lets out the burnt gas after the gas has done its job . P10 活塞通过连杆和曲轴连接,使得气体带动曲轴旋转半圈。作功冲程耗尽了所有的气体,这样就必须采取相应的措施排出废气并且向气缸内充入新的可燃混合气:气体的运动由气门来控制。进气门使可燃混合气在恰当的时刻进入气缸,排气门使燃烧后的废气排出气缸。 2)The spark-ignition engine is an internal-combustion engine with externally supplied in ignition,which converts the energy cntained in the fuel to kinetic energy.The cycle of operations is spread over four piston strokes. To complete the full cycle it takes two revolutions of the crankshaft. P11 火花点火式发动机是由外部提供点火的内燃机,从而将含在燃料内的能量转化成动能。发动机的一个工作循环分布在活塞的四个行程中,一个完整的工作循环曲轴需要转动两圈。 3)The oil pump in the lubricating system draws oil from the oil pan and sends it to all working parts in the engine. The oil drains off and runs down into the pan. Thus,there is constant circulation of oil between the pan and the working parts of the engine. P15

常见职务、职位英文翻译

常见职位、职务英文译名 Accounting Assistant 会计助理 Accounting Clerk 记帐员 Accounting Manager 会计部经理 Accounting Stall 会计部职员 Accounting Supervisor 会计主管 Administration Manager 行政经理 Administration Staff 行政人员 Administrative Assistant 行政助理 Administrative Clerk 行政办事员 Advertising Staff 广告工作人员 Airlines Sales Representative 航空公司定座员 Airlines Staff 航空公司职员 Application Engineer 应用工程师 Assistant Manager 副经理 Bond Analyst 证券分析员 Bond Trader 证券交易员 Business Controller 业务主任 Business Manager 业务经理 Buyer 采购员 Cashier 出纳员 Chemical Engineer 化学工程师 Civil Engineer 土木工程师 Clerk/Receptionist 职员/接待员 Clerk Typist & Secretary 文书打字兼秘书 Computer Data Input Operator 计算机资料输入员 Computer Engineer 计算机工程师 Computer Processing Operator 计算机处理操作员 Computer System Manager 计算机系统部经理 Copywriter 广告文字撰稿人 Deputy General Manager 副总经理 Economic Research Assistant 经济研究助理 Electrical Engineer 电气工程师 Engineering Technician 工程技术员 English Instructor/Teacher 英语教师

汽车专业英语翻译

About car engine Of all automobile components,an automobile engie is the most complicated assembly with dominant effects on the function of an autombile.So, the engine is generally called the"heat"of an automobile. 在汽车的所有部件中,汽车发动机是最复杂的组件,其对整车性能有着决定性的作用。因而发动机往往被称作发动机的“心脏”。 There are actually various types of engines such as electric motors,stream engines,andinternal combustion engines.The internal combustion engines seem to have almost complete dominance of the automotive field.The internal combustion engine,as its name indicates,burns fuel within the cylinders and converts the expanding force of the combustion into rotary force used to propel the vehicle. 事实上,按动力来源分发动机有很多种,如电动机、蒸汽机、外燃机等。然而内燃机似乎在发动机领域有着绝对的统治地位。就像其字面意思一样,内燃机的染料在气缸内燃烧,通过将燃烧产生气体的膨胀力转换成转动力来驱动发动机前进。 Engine is the power source of the automobile.Power is produced by the linear motion of a piston in a cylinder.However,this linear motion must be changed into rotary motion to turn the wheels of cars or trucks.The puston attached to the top of a connecting rod by a pin,called a piston pin or wrist pin.The bottom of the connecting rod is attached to the crankshaft.The connecting rod transmits the up-and-down motion of the piston to the crankshaft,which changes it into rotary motion.The connecting rod is mounted on the crankshaft with large bearings called rod bearing.Similar bearings, called main bearings,are used to mount the crankshaft in the block. 发动机是整部车的动力来源。能量来自于活塞在气缸内的(往复)直线运动。然而这种(往复)直线运动必须要转换成旋转运动才能驱动车轮。活塞与连杆通过一个销来连接,这个销称为活塞销。连杆的下部连接于曲拐。连杆把活塞的上下往复运动传递给曲拐,从而将往复直线运动转变成旋转运动。连杆和曲拐的连接使用大的轴承,称之为连杆轴承,类似的轴承也用于将曲轴连接到机体,称之为主轴承。 They are generally two different types of cooling system:water-cooling system and air-cooling system.Water-cooling system is more common.The cooling medium, or coolant, in them is either water or some low-freezing liquid, called antifreeze.A water-cooling system consists of the engine water jacket, thermostat, water pump, radiator, radiator cap, fan, fan drive belt and neccessary hoses. 主要有两种类型的冷却系统:水冷和风冷。水冷系统更为普遍。系统所用冷却介质或是冷却液常委水或其他低凝固点液体,称为抗凝剂。一个完整的水冷系统包括机体水套,节温器,水泵,散热器,散热器罩,风扇,风扇驱动皮带和必需的水管。 A water-cooling system means that water is used as a cooling agent to circulate through the engine to absorb the heat and carry it to the radiator for disposal.The ebgine is cooled mainly through heat transfer and heat dissipation.The heat generated by the mixture burned in the engine must be transferred from the iron or aluminum cylinder to the waterin the water jacket.The outside of the water jacket dissipates some of the heat to the air surrounding it, but most of the heat is carried by the cooling water to the radiator for dissipation.When the coolant temperature in the system reaches 90°,the termostat valve open fully, its slanted edge shutting off

汽车专业英语翻译

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汽车专业英语课文翻译4

Fuel Supply System of Gasoline Engine(UNIT SEVEN) All the gasoline engines have substantially identical fuel systems and run on a mixture consisting of fuel vapor and air. The fuel system comprises the units designed to store, clear and deliver fuel, the units intended to clean air and a unit for preparing a mixture from fuel vapor and air. In a fuel system different components are used to supply fuel from the fuel tank into the engine cylinder. Some of the important components are fuel tank, fuel pump, fuel filter, carburetor, intake manifold and fuellines or tubes connecting the tank, pump and the carburetor. The fuel tank is a fuel container used for storing fuel. It is made of sheet metal. It is attached to the vehicle frame with metal traps and is located at the rear of the vehicle. They are mounted in a boot or boot-floor pan in case of front-engined cars and small commercial vehicles. In order to strengthen the tank as well as to prevent surging of fuel when the vehicle rounds a curve of suddenly stops, baffle plates are attached to the inside of the tank. A cap is used to close the filler opening of the tank. The fuel line is attached at or near the bottom of the tank with a filtering element placed at the connection. The other components of the fuel tank are the fuel gauge sending unit, a vent pipe, receiving unit. To prevent the dirt and water from entering the luggage compartment, a sealing strip is fitted between the fuel tank and boot floor pan. Moreover to limit the transmission of frame distortion to the tank giving rise to squeaking as the metal parts get rubbed together, rubber or felt pads are often fitted between the mountings and the tank. Provision is also made against drumming of the tank by these mountings. The tank may be placed at the side of the chassis frame for convenience in case of large commercial vehicles. The length of the connecting lines or tubes from the tank to the carburetor is also restricted by this at the same time. A porous filter is attached to the outlet lines. By drawing fuel from the tank through the filter, any water in the bottom of the tank as well as any dirt into the fuel gathers on the surface of the filter. To keep the fuel always under atmospheric pressure, the filter pipe or tank is vented. In order to prevent dirt in the fuel from entering the fuel pump or carburetor, fuel filters and screens are used in the fuel system. If the dirt is not removed from the fuel, the normal operation of these units will be prevented. The engine performance will also be reduced.

常见职位职务英文翻译

常见职位职务英文翻译 Accounting Assistant会计助理 Accounting Clerk记帐员 Accounting Manager会计部经理 Accounting Stall会计部职员 Accounting Supervisor会计主管 Administration Manager行政经理 Administration Staff行政人员 Administrative Assistant行政助理 Administrative Clerk行政办事员 Advertising Staff广告工作人员 Airlines Sales Representative航空公司定座员 Airlines Staff航空公司职员 Application Engineer应用工程师 Assistant Manager副经理 Bond Analyst证券分析员 Bond Trader证券交易员 Business Controller业务主任 Business Manager业务经理 Buyer采购员 Cashier出纳员 Chemical Engineer化学工程师 Civil Engineer土木工程师 Clerk/Receptionist职员/接待员 Clerk Typist&Secretary文书打字兼秘书 Computer Data Input Operator计算机资料输入员Computer Engineer计算机工程师 Computer Processing Operator计算机处理操作员Computer System Manager计算机系统部经理 Copywriter广告文字撰稿人 Deputy General Manager副总经理 Economic Research Assistant经济研究助理 Electrical Engineer电气工程师 Engineering Technician工程技术员 English Instructor/Teacher英语教师 Export Sales Manager外销部经理 Export Sales Staff外销部职员 Financial Controller财务主任 Financial Reporter财务报告人 F.X.(Foreign Exchange)Clerk外汇部职员 F.X.Settlement Clerk外汇部核算员 Fund Manager财务经理 General Auditor审计长 General Manager/President总经理

汽车专业英语翻译

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汽车专业英语课文翻译1

Types of Automobiles(UNITTWO) 汽车的类型 The automobile industry is a fast developing industry. Form the later 18th century when the first automobile was put on road, this industry has developed tremendously. Now there are thousands of factories all over the world manufacturing numerous types of automobiles. This industry employs crores of men and women directly and indirectly in allied industries. The automobile engines are also being used in engine powered machines for agriculture, construction and manufacturing processes. Various types of small engines are also being used in lawn movers, power saws, snow removers and similar equipment. The automobile industry is a developing and demanding industry which does not find its end or saturation point. There is a great demand for varied types of automotive products, vehicles and engines. There is also a great demand for trained and experienced persons in this industry for diagnosing motor vehicle troubles, repairing and replacing engines components, transmissions, propeller shafts, differentials, axles, steering system components, brake system components, suspension components, air conditioners, heaters, body and glass work. 汽车产业是一个迅速发展的行业。形成后18世纪当第一汽车被放在路,这个行业的发展极大。现在有成千上万的工厂世界各地制造许多类型的汽车。这个行业雇佣了卢比的男性和女性直接和间接地在盟军的产业。汽车引擎也被用于发动机动力机器为农业、建筑业和制造业的过程。各种类型的小引擎也被用于草坪搬家公司,电锯,雪消毒剂和类似的设备。汽车行业是一个发展中国家和要求行业没有找到它的结尾或饱和点。有大量需要不同类型的汽车产品,汽车和发动机。还有一个巨大的需求训练和经验丰富的人在这个行业对诊断机动车麻烦、维修和更换引擎组件、变速箱、螺旋桨轴、差异、轴、转向系统组件,制动系统组件,悬挂组件、空调、热水器、身体和玻璃的工作。 There are numerous types of automobiles used in the world. There are in general three main classifications of the various types of vehicles. 有许多类型的汽车在世界上使用。一般有三种主要分类的各种类型的车辆。 The single-unit vehicles or load carriers. 车辆的单件或负载运营商。 Articulated vehicles. 铰接车辆。 The heavy tractor vehicles. 沉重的拖拉机车辆。 Single-unit vehicles are of conventional four-wheel type. The great majority of vehicles are of two axle design, In these vehicles the front axle is a steering non-driving axle and the rear axle is the driving axle. With the passage of time, a great many changes have taken place in the number of axles and the driving arrangements. 单一制车辆四轮类型的传统。绝大多数的车辆被两个轴的设计,在这些车辆前轴是转向非驱动轴和后轴驱动轴。随着时间的流逝,许多变化已经发生轴的数量和驾驶的安排。 In this classification, digital terms like 4×2, 4×4, 6×4etc,are commonly used. The first figure denotes the total number of wheels and the second figure the number of driving wheels. 在这个分类、数字术语像4×2、4×4、6×4等,被普遍使用。第一个图表示轮子的总数和第二

汽车专业英语课程标准

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