From 120b8cda261193bf1ca0a992d6d633627df4d21a Mon Sep 17 00:00:00 2001 From: BobSong <605277374@qq.com> Date: Sun, 18 Jan 2026 22:27:22 +0800 Subject: [PATCH] ROPE --- Assets/Scenes/FishingRopeTest.unity | 2922 +++++++++++++++++++++ Assets/Scenes/FishingRopeTest.unity.meta | 7 + Assets/Scenes/StartUp.unity | 58 + Assets/Scripts/Common/FPSShower.cs | 44 + Assets/Scripts/Common/FPSShower.cs.meta | 3 + Assets/Scripts/Common/FishingRope.cs | 215 ++ Assets/Scripts/Common/FishingRope.cs.meta | 3 + ProjectSettings/EditorBuildSettings.asset | 3 + UserSettings/EditorUserSettings.asset | 28 +- 9 files changed, 3269 insertions(+), 14 deletions(-) create mode 100644 Assets/Scenes/FishingRopeTest.unity create mode 100644 Assets/Scenes/FishingRopeTest.unity.meta create mode 100644 Assets/Scripts/Common/FPSShower.cs create mode 100644 Assets/Scripts/Common/FPSShower.cs.meta create mode 100644 Assets/Scripts/Common/FishingRope.cs create mode 100644 Assets/Scripts/Common/FishingRope.cs.meta diff --git 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b/Assets/Scripts/Common/FPSShower.cs new file mode 100644 index 000000000..d64df96d3 --- /dev/null +++ b/Assets/Scripts/Common/FPSShower.cs @@ -0,0 +1,44 @@ +using System; +using TMPro; +using UnityEngine; + +namespace NBF +{ + public class FPSShower : MonoBehaviour + { + + public TextMeshProUGUI TextFPS; + + public float updateInterval = 0.2f; // 更新间隔(秒) + + private float accum = 0; + private int frames = 0; + private float timeleft; + + private void Awake() + { + Application.targetFrameRate = 300; // 设为极高值 + } + + + public int FPS; + + void Update() + { + timeleft -= Time.deltaTime; + accum += Time.timeScale / Time.deltaTime; + frames++; + + if (timeleft <= 0.0f) + { + FPS = (int)(accum / frames); + + timeleft = updateInterval; + accum = 0.0f; + frames = 0; + TextFPS.text = FPS.ToString(); + } + + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Common/FPSShower.cs.meta b/Assets/Scripts/Common/FPSShower.cs.meta new file mode 100644 index 000000000..4a0283956 --- /dev/null +++ b/Assets/Scripts/Common/FPSShower.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: bf0d58315f7747cd8e9139b6b7a0345b +timeCreated: 1768745219 \ No newline at end of file diff --git a/Assets/Scripts/Common/FishingRope.cs b/Assets/Scripts/Common/FishingRope.cs new file mode 100644 index 000000000..8b68d2f31 --- /dev/null +++ b/Assets/Scripts/Common/FishingRope.cs @@ -0,0 +1,215 @@ +using UnityEngine; + +namespace NBF +{ + [RequireComponent(typeof(LineRenderer))] + public class FishingRope : MonoBehaviour + { + [Header("Demo Parameters")] [SerializeField, Min(0)] + float mouseOffset = 10f; + + [Header("Verlet Parameters")] [SerializeField] + float nodeDistance = 0.35f; + + [SerializeField] float nodeColliderRadius = 0.2f; + [SerializeField] float gravityStrength = 2; + [SerializeField, Range(1, 500)] int totalNodes = 100; + [SerializeField, Range(0, 1)] float velocityDampen = 0.95f; + [SerializeField, Range(0, 0.99f)] float stiffness = 0.8f; + [SerializeField, Range(1, 10)] int iterateCollisionsEvery = 1; + [SerializeField, Range(1, 200)] int iterations = 10; + [SerializeField] int colliderBufferSize = 1; + + [Header("Line Renderer")] [SerializeField] + float ropeWidth = 0.02f; + + // 私有变量 + Camera cam; + Vector3 gravity; + Vector3 startLock; + Vector3 endLock; + bool isStartLocked = false; + bool isEndLocked = false; + + // 数组和缓存 + Vector3[] currentNodePositions; + Vector3[] previousNodePositions; + Collider[] colliderHitBuffer; + LineRenderer lineRenderer; + GameObject nodeTester; + SphereCollider nodeCollider; + + void Awake() + { + // 初始化数组 + currentNodePositions = new Vector3[totalNodes]; + previousNodePositions = new Vector3[totalNodes]; + colliderHitBuffer = new Collider[colliderBufferSize]; + + // 获取组件引用 + lineRenderer = GetComponent(); + cam = Camera.main; + gravity = new Vector3(0, -gravityStrength, 0); + + // 初始化节点测试器 + nodeTester = new GameObject("Node Tester"); + nodeTester.layer = 8; + nodeCollider = nodeTester.AddComponent(); + nodeCollider.radius = nodeColliderRadius; + + // 初始化节点位置 + Vector3 startPos = transform.position; + for (int i = 0; i < totalNodes; i++) + { + currentNodePositions[i] = startPos; + previousNodePositions[i] = startPos; + startPos.y -= nodeDistance; + } + + // 设置线渲染器 + lineRenderer.startWidth = ropeWidth; + lineRenderer.endWidth = ropeWidth; + } + + void Update() + { + // 处理鼠标输入 + if (Input.GetMouseButtonDown(0)) + { + if (!isStartLocked) + { + isStartLocked = true; + startLock = GetMouseWorldPosition(); + } + else if (!isEndLocked) + { + isEndLocked = true; + endLock = GetMouseWorldPosition(); + } + } + else if (!isStartLocked) + { + startLock = GetMouseWorldPosition(); + } + else if (isStartLocked && !isEndLocked) + { + endLock = GetMouseWorldPosition(); + } + + DrawRope(); + } + + void FixedUpdate() + { + Simulate(); + + for (int i = 0; i < iterations; i++) + { + ApplyConstraint(); + + // 减少碰撞检测频率 + if (i % (iterateCollisionsEvery + 1) == 0) + { + AdjustCollisions(); + } + } + } + + Vector3 GetMouseWorldPosition() + { + return cam.ScreenToWorldPoint(Input.mousePosition + new Vector3(0, 0, mouseOffset)); + } + + void Simulate() + { + float fixedDt = Time.fixedDeltaTime; + for (int i = 0; i < totalNodes; i++) + { + // 计算并应用速度 + Vector3 velocity = (currentNodePositions[i] - previousNodePositions[i]) * velocityDampen; + previousNodePositions[i] = currentNodePositions[i]; + currentNodePositions[i] += velocity + gravity * fixedDt; + } + } + + void ApplyConstraint() + { + // 锁定端点 + currentNodePositions[0] = startLock; + if (isStartLocked && isEndLocked) + { + currentNodePositions[totalNodes - 1] = endLock; + } + + // 预计算所有常用值 + float halfStiffness = 0.5f * stiffness; + float sqrNodeDistance = nodeDistance * nodeDistance; + int nodeCountMinusOne = totalNodes - 1; + + for (int i = 0; i < nodeCountMinusOne; i++) + { + Vector3 node1 = currentNodePositions[i]; + Vector3 node2 = currentNodePositions[i + 1]; + Vector3 diff = node1 - node2; + + float sqrDistance = diff.x * diff.x + diff.y * diff.y + diff.z * diff.z; + + // 只有当距离差异超过一定阈值时才调整 + if (Mathf.Abs(sqrDistance - sqrNodeDistance) > 0.001f) + { + float distance = Mathf.Sqrt(sqrDistance); + float difference = nodeDistance - distance; + Vector3 direction = diff / distance; // 比 normalized 更快 + + Vector3 adjustment = direction * (difference * halfStiffness); + + currentNodePositions[i] += adjustment; + currentNodePositions[i + 1] -= adjustment; + } + } + } + + void AdjustCollisions() + { + for (int i = 1; i < totalNodes; i += 2) // 跳过更多节点减少计算 + { + int hits = Physics.OverlapSphereNonAlloc( + currentNodePositions[i], + nodeColliderRadius, + colliderHitBuffer, + ~(1 << 8)); // 忽略特定层 + + for (int n = 0; n < hits; n++) + { + if (Physics.ComputePenetration( + nodeCollider, + currentNodePositions[i], + Quaternion.identity, + colliderHitBuffer[n], + colliderHitBuffer[n].transform.position, + colliderHitBuffer[n].transform.rotation, + out Vector3 direction, + out float distance)) + { + currentNodePositions[i] += direction * distance; + } + } + } + } + + void DrawRope() + { + // 直接使用currentNodePositions数组避免额外拷贝 + lineRenderer.positionCount = totalNodes; + lineRenderer.SetPositions(currentNodePositions); + } + + void OnDestroy() + { + if (nodeTester != null) + { + Destroy(nodeTester); + } + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Common/FishingRope.cs.meta b/Assets/Scripts/Common/FishingRope.cs.meta new file mode 100644 index 000000000..a55bed302 --- /dev/null +++ b/Assets/Scripts/Common/FishingRope.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: c499dd9219664cd3a407bd4df1825ca7 +timeCreated: 1768743058 \ No newline at end of file diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset index c65b0c4e0..9c6d30349 100644 --- a/ProjectSettings/EditorBuildSettings.asset +++ b/ProjectSettings/EditorBuildSettings.asset @@ -8,6 +8,9 @@ EditorBuildSettings: - enabled: 1 path: Assets/Scenes/StartUp.unity guid: 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