浮漂测试代码1
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@@ -27,11 +27,11 @@ public class BobberBuoyancyStable : MonoBehaviour
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[Header("Center Of Mass")]
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public bool driveCenterOfMassFromCapsule = true;
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public Vector3 extraCenterOfMassOffset = new Vector3(0f, -0.01f, 0f);
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public Vector3 extraCenterOfMassOffset = new Vector3(0f, -0.01f, 0f); // 恢复原来的重心下移
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[Header("Righting")]
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public float rightingTorque = 1.5f;
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public float rightingDamping = 0.5f;
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public float rightingTorque = 3f; // 适中的归正扭矩
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public float rightingDamping = 0.8f;
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Rigidbody rb;
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CapsuleCollider cap;
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@@ -50,6 +50,7 @@ public class BobberBuoyancyStable : MonoBehaviour
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ApplyCenterOfMass();
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rb.maxAngularVelocity = 50f;
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// 移除了强制设置物理参数的代码,保留用户在Inspector中的设置
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}
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void FixedUpdate()
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@@ -60,57 +61,76 @@ public class BobberBuoyancyStable : MonoBehaviour
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float bottomY = b.min.y;
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float topY = b.max.y;
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// 用“底部点”判定是否真正入水(必须超过阈值)
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float bottomSubmersion = waterLevelY - bottomY; // >0 表示底部在水下
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// 用"底部点"判定是否真正入水
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float bottomSubmersion = waterLevelY - bottomY;
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if (bottomSubmersion <= enterWaterDepth)
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{
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// 认为未入水:不施加浮力,恢复空气阻尼
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rb.linearDamping = airLinearDamping;
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rb.angularDamping = airAngularDamping;
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return;
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}
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// 进入水中:阻尼随浸入增强
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// 这里用一个0~1的平滑权重,避免刚入水就“猛顶”
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float w = Smooth01((bottomSubmersion - enterWaterDepth) / Mathf.Max(1e-4f, smoothDepth));
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rb.linearDamping = airLinearDamping + extraLinearDampingInWater * w;
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rb.angularDamping = airAngularDamping + extraAngularDampingInWater * w;
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// 垂直速度(用刚体自身速度就够稳定)
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float vY = rb.linearVelocity.y;
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// 弹簧+阻尼浮力(仅向上)
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float forceY = buoyancySpring * bottomSubmersion - buoyancyDamping * vY;
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if (forceY < 0f) forceY = 0f;
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// 平滑权重:刚入水时逐渐接管
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forceY *= w;
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// 限制最大上浮加速度(可选)
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// 关键修正:正确的浮力计算
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float volume = Mathf.PI * cap.radius * cap.radius * cap.height;
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float submergedVolume = volume * Mathf.Clamp01(bottomSubmersion / cap.height);
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// 浮力 = 排开液体重量 = 体积 × 密度 × 重力
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float buoyantForce = submergedVolume * 1000f * 9.81f;
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// 物体重量
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float weight = rb.mass * 9.81f;
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// 净浮力(浮力 - 重量)
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float netBuoyancy = buoyantForce - weight;
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// 添加弹簧阻尼系统
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float velocity = Vector3.Dot(rb.linearVelocity, Vector3.up);
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float springForce = buoyancySpring * bottomSubmersion;
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float dampingForce = buoyancyDamping * velocity;
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float totalForce = netBuoyancy + springForce - dampingForce;
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totalForce *= w; // 平滑过渡
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// 限制向上的力
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if (totalForce < 0) totalForce = 0;
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// 限制最大加速度
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if (maxUpAcceleration > 0f)
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{
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float maxForce = rb.mass * maxUpAcceleration;
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if (forceY > maxForce) forceY = maxForce;
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if (totalForce > maxForce) totalForce = maxForce;
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}
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// 浮力作用点:必须放在水面下(否则会出现奇怪力矩)
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float buoyY = Mathf.Min(waterLevelY - 0.001f, topY); // 强制在水面下1mm
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buoyY = Mathf.Max(buoyY, bottomY); // 不低于底部
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// 浮力作用点
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float buoyY = Mathf.Min(waterLevelY - 0.001f, topY);
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buoyY = Mathf.Max(buoyY, bottomY);
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Vector3 buoyPoint = new Vector3(b.center.x, buoyY, b.center.z);
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rb.AddForceAtPosition(Vector3.up * forceY, buoyPoint, ForceMode.Force);
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rb.AddForceAtPosition(Vector3.up * totalForce, buoyPoint, ForceMode.Force);
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// 归正扭矩(只在水里生效)
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// 简化的归正扭矩系统
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SimpleRightingSystem(w);
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}
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void SimpleRightingSystem(float weight)
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{
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Vector3 up = transform.up;
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Vector3 axis = Vector3.Cross(up, Vector3.up);
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float mag = axis.magnitude;
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if (mag > 1e-4f)
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{
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axis /= mag;
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float angle = Mathf.Asin(Mathf.Clamp(mag, -1f, 1f));
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float angle = Mathf.Asin(Mathf.Clamp(mag, -1f, 1f)) * Mathf.Rad2Deg;
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float angVelOnAxis = Vector3.Dot(rb.angularVelocity, axis);
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float torque = (rightingTorque * angle - rightingDamping * angVelOnAxis) * w;
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// 归正扭矩
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float torque = (rightingTorque * angle - rightingDamping * angVelOnAxis) * weight;
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rb.AddTorque(axis * torque, ForceMode.Acceleration);
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}
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}
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@@ -124,7 +144,40 @@ public class BobberBuoyancyStable : MonoBehaviour
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static float Smooth01(float t)
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{
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t = Mathf.Clamp01(t);
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// smoothstep
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return t * t * (3f - 2f * t);
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}
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}
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void OnDrawGizmos()
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{
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if (cap == null) return;
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Gizmos.color = Color.blue;
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Bounds bounds = cap.bounds;
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// 绘制浸入部分
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float bottomY = bounds.min.y;
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float submergedHeight = Mathf.Max(0, waterLevelY - bottomY);
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Vector3 submergedCenter = new Vector3(
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bounds.center.x,
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bottomY + submergedHeight * 0.5f,
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bounds.center.z
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);
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Vector3 submergedSize = new Vector3(
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bounds.size.x,
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submergedHeight,
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bounds.size.z
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);
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Gizmos.DrawWireCube(submergedCenter, submergedSize);
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// 显示重心
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if (rb != null)
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{
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Gizmos.color = Color.red;
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Vector3 comWorld = transform.TransformPoint(rb.centerOfMass);
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Gizmos.DrawSphere(comWorld, 0.005f);
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}
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}
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}
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