浮漂逻辑
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using System.Collections.Generic;
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using UnityEngine;
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public interface IWaterProvider
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{
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/// <summary>返回该世界坐标下的水面高度</summary>
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float GetWaterHeight(Vector3 worldPos);
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/// <summary>可选:水面法线(没有就返回 Vector3.up)</summary>
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Vector3 GetWaterNormal(Vector3 worldPos);
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/// <summary>可选:水流速度(没有就返回 Vector3.zero)</summary>
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Vector3 GetWaterVelocity(Vector3 worldPos);
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}
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/// <summary>
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/// 多点采样浮力:考虑形状(采样点分布)、重心(Rigidbody.centerOfMass)、扭矩(在点上施力)。
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224
Assets/Scripts/Test/BuoyancyCapsuleSphere.cs
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224
Assets/Scripts/Test/BuoyancyCapsuleSphere.cs
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using UnityEngine;
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public interface IWaterProvider
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{
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float GetWaterHeight(Vector3 worldPos);
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Vector3 GetWaterNormal(Vector3 worldPos);
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Vector3 GetWaterVelocity(Vector3 worldPos);
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}
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/// <summary>
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/// 稳定优先的浮力(只支持 CapsuleCollider / SphereCollider)
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/// - 竖直方向:目标吃水深度 + PD 控制(稳定,不抖、不弹飞)
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/// - 姿态:Righting Torque 扶正(受 Rigidbody.centerOfMass 影响)
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/// - 入水比例:带平滑(避免水面附近开关抖动)
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/// </summary>
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[DisallowMultipleComponent]
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[RequireComponent(typeof(Rigidbody))]
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public class BuoyancyCapsuleSphere : MonoBehaviour
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{
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[Header("Collider (choose one)")]
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public CapsuleCollider capsule;
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public SphereCollider sphere;
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[Header("Water")]
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public MonoBehaviour waterProviderBehaviour; // 可选
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private IWaterProvider waterProvider;
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[Tooltip("没有 provider 时的水面高度")]
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public float waterLevel = 0f;
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[Header("Density -> Draft")]
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[Tooltip("水密度 kg/m^3(淡水约1000)")]
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public float waterDensity = 1000f;
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[Tooltip("物体等效密度 kg/m^3。越小越浮。浮漂可 80~400 之间调")]
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public float objectDensity = 250f;
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[Tooltip("额外浮力比例(手感调整)。1=按密度算")]
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public float buoyancyScale = 1f;
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[Header("Vertical PD (Stability key)")]
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[Tooltip("竖直弹簧强度(越大越“顶住”目标吃水)")]
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public float verticalKp = 35f;
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[Tooltip("竖直阻尼(越大越不弹、不抖)")]
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public float verticalKd = 12f;
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[Tooltip("最大向上加速度 m/s^2(防止从高处落下入水被顶飞)")]
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public float maxUpAccel = 25f;
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[Tooltip("最大向下加速度 m/s^2(防止强行拉下去造成抖动)")]
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public float maxDownAccel = 10f;
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[Header("Submergence smoothing")]
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[Tooltip("入水比例变化速度(1/s)。越大越快响应,越小越稳")]
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public float submergenceSpeed = 8f;
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[Tooltip("水面外的缓冲(m),让浮力更平滑接管")]
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public float surfaceMargin = 0.01f;
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[Header("Righting (Rotation)")]
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[Tooltip("扶正强度(把 transform.up 拉向水面法线/世界上)")]
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public float rightingKp = 8f;
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[Tooltip("扶正阻尼(抑制旋转抖动)")]
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public float rightingKd = 3f;
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[Header("Water drag (optional but helpful)")]
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[Tooltip("入水时额外线阻尼(通过 rb.drag 混合)")]
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public float extraLinearDragInWater = 2.5f;
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[Tooltip("入水时额外角阻尼(通过 rb.angularDrag 混合)")]
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public float extraAngularDragInWater = 2.0f;
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[Header("Center of Mass")]
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[Tooltip("本地重心偏移:例如 (0,-0.02,0) 让底部更重、更容易站漂")]
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public Vector3 centerOfMassOffset = Vector3.zero;
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private Rigidbody rb;
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private float baseDrag, baseAngularDrag;
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// 关键:入水比例必须有“记忆”(滤波),否则水面边界必抖
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private float subFiltered = 0f;
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void Reset()
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{
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rb = GetComponent<Rigidbody>();
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rb.useGravity = true;
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rb.interpolation = RigidbodyInterpolation.Interpolate;
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rb.collisionDetectionMode = CollisionDetectionMode.Continuous;
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capsule = GetComponent<CapsuleCollider>();
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sphere = GetComponent<SphereCollider>();
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}
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void Awake()
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{
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rb = GetComponent<Rigidbody>();
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rb.centerOfMass = centerOfMassOffset;
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baseDrag = rb.linearDamping;
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baseAngularDrag = rb.angularDamping;
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waterProvider = waterProviderBehaviour as IWaterProvider;
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// 只允许一个
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if (capsule != null && sphere != null)
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sphere = null;
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}
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void OnValidate()
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{
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objectDensity = Mathf.Max(1e-3f, objectDensity);
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waterDensity = Mathf.Max(1e-3f, waterDensity);
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submergenceSpeed = Mathf.Max(0.1f, submergenceSpeed);
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surfaceMargin = Mathf.Max(0f, surfaceMargin);
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maxUpAccel = Mathf.Max(0f, maxUpAccel);
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maxDownAccel = Mathf.Max(0f, maxDownAccel);
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}
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void FixedUpdate()
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{
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if (!capsule && !sphere) return;
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waterProvider = waterProviderBehaviour as IWaterProvider;
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// 取“浮体中心点”作为控制点(稳定,不戳点)
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Vector3 centerWorld;
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float shapeHeight; // 近似“高度”(sphere=直径,capsule=高度)
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GetCenterAndHeight(out centerWorld, out shapeHeight);
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// 水面信息
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float waterH = (waterProvider != null) ? waterProvider.GetWaterHeight(centerWorld) : waterLevel;
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Vector3 waterN = (waterProvider != null) ? waterProvider.GetWaterNormal(centerWorld) : Vector3.up;
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if (waterN.sqrMagnitude < 1e-6f) waterN = Vector3.up;
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waterN.Normalize();
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// 当前中心“浸没深度”(>0 表示中心在水下)
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float centerDepth = waterH - centerWorld.y;
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// 近似入水比例:centerDepth = -H/2 -> 0; centerDepth = +H/2 -> 1
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float rawSub = Mathf.Clamp01((centerDepth + (shapeHeight * 0.5f) + surfaceMargin) / (shapeHeight + 2f * surfaceMargin));
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// 入水比例滤波(非常关键)
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float dt = Time.fixedDeltaTime;
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subFiltered = Mathf.MoveTowards(subFiltered, rawSub, submergenceSpeed * dt);
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// 混合拖拽(让水中更稳)
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rb.linearDamping = Mathf.Lerp(baseDrag, baseDrag + extraLinearDragInWater, subFiltered);
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rb.angularDamping = Mathf.Lerp(baseAngularDrag, baseAngularDrag + extraAngularDragInWater, subFiltered);
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if (subFiltered <= 1e-4f)
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return; // 基本没入水,不做任何浮力/扶正
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// 目标吃水比例:理想静态平衡 ≈ objectDensity / waterDensity(<1 才会浮)
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float desiredSub = Mathf.Clamp01((objectDensity / waterDensity) * buoyancyScale);
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// 把 desiredSub 转成目标中心深度
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// desiredSub=0 -> centerDepthTarget = -H/2(完全出水)
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// desiredSub=1 -> centerDepthTarget = +H/2(完全入水)
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float centerDepthTarget = desiredSub * shapeHeight - shapeHeight * 0.5f;
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// 竖直 PD:只沿“世界上/重力反方向”控制,最稳
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Vector3 up = (-Physics.gravity).sqrMagnitude > 1e-6f ? (-Physics.gravity).normalized : Vector3.up;
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float vUp = Vector3.Dot(rb.linearVelocity, up);
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float error = centerDepth - centerDepthTarget; // 深了为正 -> 需要向上推
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float accelUp = (-verticalKp * error) - (verticalKd * vUp);
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// 限制上下加速度,避免顶飞或强拉抖动
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accelUp = Mathf.Clamp(accelUp, -maxDownAccel, maxUpAccel);
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// 随入水比例渐入(避免水面边界突然接管)
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accelUp *= subFiltered;
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// 施加竖直加速度(Acceleration 不受质量影响,更稳定)
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rb.AddForce(up * accelUp, ForceMode.Acceleration);
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// 扶正力矩:把物体 up 拉向 waterN(平静水就是 Vector3.up)
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// 注意:这个扶正与重心偏移一起工作,会形成“站漂/躺漂”的稳定姿态
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Vector3 currentUp = transform.up;
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Vector3 axis = Vector3.Cross(currentUp, waterN);
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// 小角度近似:axis 的大小约等于 sin(theta)
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// 扶正加速度型扭矩(同样用 Acceleration,减少质量/惯量差带来的抖动)
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Vector3 angVel = rb.angularVelocity;
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Vector3 torqueAccel = axis * rightingKp - angVel * rightingKd;
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torqueAccel *= subFiltered;
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rb.AddTorque(torqueAccel, ForceMode.Acceleration);
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}
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private void GetCenterAndHeight(out Vector3 centerWorld, out float heightWorld)
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{
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if (sphere)
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{
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// sphere:center + 半径*缩放(近似取最大缩放)
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Transform t = sphere.transform;
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centerWorld = t.TransformPoint(sphere.center);
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Vector3 s = t.lossyScale;
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float r = sphere.radius * Mathf.Max(Mathf.Abs(s.x), Mathf.Abs(s.y), Mathf.Abs(s.z));
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heightWorld = Mathf.Max(1e-6f, r * 2f);
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return;
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}
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// capsule
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Transform ct = capsule.transform;
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centerWorld = ct.TransformPoint(capsule.center);
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Vector3 ls = ct.lossyScale;
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float sx = Mathf.Abs(ls.x), sy = Mathf.Abs(ls.y), sz = Mathf.Abs(ls.z);
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float heightScale = capsule.direction switch
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{
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0 => sx,
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1 => sy,
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_ => sz,
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};
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heightWorld = Mathf.Max(1e-6f, capsule.height * heightScale);
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}
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}
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3
Assets/Scripts/Test/BuoyancyCapsuleSphere.cs.meta
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3
Assets/Scripts/Test/BuoyancyCapsuleSphere.cs.meta
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fileFormatVersion: 2
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guid: bad586cd447d4271b97ce1cf1c81897a
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timeCreated: 1772460028
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95
Assets/Scripts/Test/CapsuleBuoyancy.cs
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Assets/Scripts/Test/CapsuleBuoyancy.cs
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using UnityEngine;
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[RequireComponent(typeof(Rigidbody))]
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[RequireComponent(typeof(CapsuleCollider))]
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public class CapsuleBuoyancy : MonoBehaviour
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{
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[Header("Water Settings")]
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public float waterHeight = 0f; // 水面高度
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public float waterDensity = 1000f; // 水密度
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[Header("Buoyancy Settings")]
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public int samplePoints = 8; // 采样点数量
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public float buoyancyMultiplier = 1.0f; // 浮力强度调节
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public float waterDrag = 1.5f; // 水阻力
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public float waterAngularDrag = 1.5f; // 水角阻力
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private Rigidbody rb;
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private CapsuleCollider capsule;
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private float capsuleVolume;
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private float gravity;
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void Start()
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{
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rb = GetComponent<Rigidbody>();
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capsule = GetComponent<CapsuleCollider>();
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gravity = Physics.gravity.magnitude;
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CalculateCapsuleVolume();
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}
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void FixedUpdate()
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{
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ApplyBuoyancy();
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}
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void CalculateCapsuleVolume()
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{
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float radius = capsule.radius * Mathf.Max(transform.localScale.x, transform.localScale.z);
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float height = Mathf.Max(0, capsule.height * transform.localScale.y - 2f * radius);
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float cylinderVolume = Mathf.PI * radius * radius * height;
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float sphereVolume = (4f / 3f) * Mathf.PI * radius * radius * radius;
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capsuleVolume = cylinderVolume + sphereVolume;
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}
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void ApplyBuoyancy()
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{
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float submergedRatioTotal = 0f;
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for (int i = 0; i < samplePoints; i++)
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{
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float t = (float)i / (samplePoints - 1);
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Vector3 localPoint = Vector3.up * Mathf.Lerp(
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-capsule.height * 0.5f + capsule.radius,
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capsule.height * 0.5f - capsule.radius,
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t);
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Vector3 worldPoint = transform.TransformPoint(localPoint);
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float depth = waterHeight - worldPoint.y;
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if (depth > 0f)
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{
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float normalizedDepth = Mathf.Clamp01(depth / (capsule.height / samplePoints));
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submergedRatioTotal += normalizedDepth;
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float forceMagnitude =
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waterDensity *
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gravity *
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(capsuleVolume / samplePoints) *
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normalizedDepth *
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buoyancyMultiplier;
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Vector3 buoyancyForce = Vector3.up * forceMagnitude;
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rb.AddForceAtPosition(buoyancyForce, worldPoint, ForceMode.Force);
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}
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}
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// 如果在水中,加阻力
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if (submergedRatioTotal > 0f)
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{
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rb.linearDamping = waterDrag;
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rb.angularDamping = waterAngularDrag;
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}
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else
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{
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rb.linearDamping = 0f;
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rb.angularDamping = 0.05f;
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}
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}
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}
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3
Assets/Scripts/Test/CapsuleBuoyancy.cs.meta
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3
Assets/Scripts/Test/CapsuleBuoyancy.cs.meta
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fileFormatVersion: 2
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guid: 3137aa469d6440af8cdeaa03a4c272d1
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timeCreated: 1772464119
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