From 6390924d3b883f148f019f97914f4a0ce23645ab Mon Sep 17 00:00:00 2001
From: BobSong <605277374@qq.com>
Date: Sun, 22 Mar 2026 12:30:09 +0800
Subject: [PATCH] =?UTF-8?q?=E4=BF=AE=E6=94=B9=E7=BA=BF=E8=84=9A=E6=9C=AC?=
MIME-Version: 1.0
Content-Type: text/plain; charset=UTF-8
Content-Transfer-Encoding: 8bit
---
.../Line/fishing line float set.prefab | 6 +-
Assets/Scripts/Editor/RopeEditor.cs | 3 +-
Assets/Scripts/Fishing/Rope/Rope.cs | 18 +
Assets/Scripts/Fishing/Rope/RopeBack | 782 ++++++++++++++++++
Assets/Scripts/Fishing/Rope/RopeBack.meta | 3 +
5 files changed, 808 insertions(+), 4 deletions(-)
create mode 100644 Assets/Scripts/Fishing/Rope/RopeBack
create mode 100644 Assets/Scripts/Fishing/Rope/RopeBack.meta
diff --git a/Assets/ResRaw/Prefabs/Line/fishing line float set.prefab b/Assets/ResRaw/Prefabs/Line/fishing line float set.prefab
index d6cae03b2..0d7b0fb5e 100644
--- a/Assets/ResRaw/Prefabs/Line/fishing line float set.prefab
+++ b/Assets/ResRaw/Prefabs/Line/fishing line float set.prefab
@@ -47,7 +47,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
startAnchor: {fileID: 0}
endAnchor: {fileID: 54298866000586118}
- LineMultiple: 5
+ LineMultiple: 1
physicsSegmentLen: 0.1
minPhysicsNodes: 2
maxPhysicsNodes: 200
@@ -744,7 +744,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
startAnchor: {fileID: 54298866000586118}
endAnchor: {fileID: 54679398375713381}
- LineMultiple: 5
+ LineMultiple: 1
physicsSegmentLen: 0.2
minPhysicsNodes: 2
maxPhysicsNodes: 120
@@ -778,7 +778,7 @@ MonoBehaviour:
renderSubdivisionsIdle: 6
renderSubdivisionsMoving: 2
movingSpeedThreshold: 2
- smooth: 1
+ smooth: 0
lineWidth: 0.001
airDrag: 0.9
airDragXZ: 0.6
diff --git a/Assets/Scripts/Editor/RopeEditor.cs b/Assets/Scripts/Editor/RopeEditor.cs
index 595601183..1f5082308 100644
--- a/Assets/Scripts/Editor/RopeEditor.cs
+++ b/Assets/Scripts/Editor/RopeEditor.cs
@@ -19,7 +19,8 @@ public class RopeFishLineEditor : Editor
if (GUILayout.Button("打印总长度"))
{
- Debug.Log($"总长度={_target.GetCurrentLength()} 目标长度={_target.GetTargetLength()} smoot={_target.GetLengthSmoothVel()} relLen={_target.GetLengthByPoints()}");
+ _target.DebugLength();
+ // Debug.Log($"总长度={_target.GetCurrentLength()} 目标长度={_target.GetTargetLength()} smoot={_target.GetLengthSmoothVel()} relLen={_target.GetLengthByPoints()} PolylineLength={_target.GetPhysicsPolylineLength()}");
}
// serializedObject.Update();
// EditorGUILayout.PropertyField(lookAtPoint);
diff --git a/Assets/Scripts/Fishing/Rope/Rope.cs b/Assets/Scripts/Fishing/Rope/Rope.cs
index 07a4f7e93..2c159cf28 100644
--- a/Assets/Scripts/Fishing/Rope/Rope.cs
+++ b/Assets/Scripts/Fishing/Rope/Rope.cs
@@ -284,6 +284,24 @@ public class Rope : MonoBehaviour
return totalLength;
}
+
+ public float GetPhysicsPolylineLength()
+ {
+ float total = 0f;
+ for (int i = 1; i < _physicsNodes; i++)
+ total += Vector3.Distance(_pCurr[i - 1], _pCurr[i]);
+ return total;
+ }
+
+ public void DebugLength()
+ {
+ Debug.Log(
+ $"current={_currentLength}, target={_targetLength}, nodes={_physicsNodes}, " +
+ $"seg={physicsSegmentLen}, head={_headRestLen}, headMin={headMinLen}, " +
+ $"solverRestTotal={(_physicsNodes - 2) * physicsSegmentLen + _headRestLen}, " +
+ $"poly={GetPhysicsPolylineLength()}"
+ );
+ }
private void FixedUpdate()
{
diff --git a/Assets/Scripts/Fishing/Rope/RopeBack b/Assets/Scripts/Fishing/Rope/RopeBack
new file mode 100644
index 000000000..e37c49023
--- /dev/null
+++ b/Assets/Scripts/Fishing/Rope/RopeBack
@@ -0,0 +1,782 @@
+using System;
+using NBF;
+using UnityEngine;
+
+[RequireComponent(typeof(LineRenderer))]
+public class Rope : MonoBehaviour
+{
+ [Header("Anchors")] [SerializeField] public Rigidbody startAnchor;
+ [SerializeField] public Rigidbody endAnchor;
+
+ /// 鱼线宽度倍数
+ public int LineMultiple = 1;
+
+ [Header("Physics (Dynamic Nodes, Fixed Segment Len)")] [SerializeField, Min(0.01f), Tooltip("物理每段固定长度(越小越细致越耗)")]
+ private float physicsSegmentLen = 0.15f;
+
+ [SerializeField, Range(2, 200)] private int minPhysicsNodes = 12;
+
+ [SerializeField, Range(2, 400), Tooltip("物理节点上限(仅用于性能保护;与“最大长度不限制”不是一回事)")]
+ private int maxPhysicsNodes = 120;
+
+ [SerializeField] private float gravityStrength = 2.0f;
+ [SerializeField, Range(0f, 1f)] private float velocityDampen = 0.95f;
+
+ [SerializeField, Range(0.0f, 1.0f), Tooltip("约束修正强度,越大越硬。0.6~0.9 常用")]
+ private float stiffness = 0.8f;
+
+ [SerializeField, Range(1, 80), Tooltip("迭代次数。鱼线 10~30 通常够用")]
+ private int iterations = 20;
+
+ [Header("Length Control (No Min/Max Clamp)")]
+ [Tooltip("初始总长度(米)。如果为 0,则用 physicsSegmentLen*(minPhysicsNodes-1) 作为初始长度")]
+ [SerializeField, Min(0f)]
+ private float initialLength = 0f;
+
+ [Tooltip("长度变化平滑时间(越小越跟手,越大越稳)")] [SerializeField, Min(0.0001f)]
+ private float lengthSmoothTime = 0.15f;
+
+ [Tooltip("当长度在变化时,额外把速度压掉一些(防抖)。0=不额外处理,1=变化时几乎清速度(建议只在收线生效)")] [SerializeField, Range(0f, 1f)]
+ private float lengthChangeVelocityKill = 0.6f;
+
+ [Tooltip("允许的最小松弛余量(避免目标长度刚好等于锚点距离时抖动)")] [SerializeField, Min(0f)]
+ private float minSlack = 0.002f;
+
+ [Header("Head Segment Clamp")] [Tooltip("第一段(起点->第1节点)允许的最小长度,避免收线时第一段被压到0导致数值炸")] [SerializeField, Min(0.0001f)]
+ private float headMinLen = 0.01f;
+
+ [Header("Node Count Stability")] [SerializeField, Tooltip("节点数切换迟滞(米)。避免长度在临界点抖动导致节点数来回跳 -> 卡顿")]
+ private float nodeHysteresis = 0.05f;
+
+ [Header("Simple Ground/Water Constraint (Cheap)")] [SerializeField]
+ private bool constrainToGround = true;
+
+ [SerializeField] private LayerMask groundMask = ~0;
+ [SerializeField, Min(0f)] private float groundRadius = 0.01f;
+ [SerializeField, Min(0f)] private float groundCastHeight = 1.0f;
+ [SerializeField, Min(0.01f)] private float groundCastDistance = 2.5f;
+
+ [SerializeField, Range(1, 8), Tooltip("每隔多少个节点做一次地面检测;越大越省")]
+ private int groundSampleStep = 3;
+
+ [SerializeField, Tooltip("未采样的点用插值还是直接拷贝邻近采样值")]
+ private bool groundInterpolate = true;
+
+ [SerializeField, Range(1, 8), Tooltip("每隔多少次FixedUpdate更新一次地面约束")]
+ private int groundUpdateEvery = 2;
+ private int _groundFrameCounter;
+
+ [Header("Simple Water Float (Cheap)")]
+ [SerializeField, Tooltip("绳子落到水面以下时,是否把节点约束回水面")]
+ private bool constrainToWaterSurface = true;
+
+ [SerializeField, Tooltip("静态水面高度;如果你后面接波浪水面,可改成采样函数")]
+ private float waterLevelY = 0f;
+
+ [SerializeField, Min(0f), Tooltip("把线抬到水面上方一点,避免视觉穿插")]
+ private float waterSurfaceOffset = 0.002f;
+
+ [SerializeField, Range(1, 8), Tooltip("每隔多少个节点做一次水面约束采样;越大越省")]
+ private int waterSampleStep = 2;
+
+ [SerializeField, Tooltip("未采样节点是否插值水面高度")]
+ private bool waterInterpolate = true;
+
+ [SerializeField, Range(1, 8), Tooltip("每隔多少次FixedUpdate更新一次水面约束")]
+ private int waterUpdateEvery = 1;
+
+ [SerializeField, Range(0, 8), Tooltip("水面约束后,再做几次长度约束,减少局部折角")]
+ private int waterPostConstraintIterations = 2;
+
+ private int _waterFrameCounter;
+
+ [Header("Render (High Resolution)")] [SerializeField, Min(1), Tooltip("静止时每段物理线段插值加密数量(越大越顺,越耗)")]
+ private int renderSubdivisionsIdle = 6;
+
+ [SerializeField, Min(1), Tooltip("甩动时每段物理线段插值加密数量(动态降LOD以防卡顿)")]
+ private int renderSubdivisionsMoving = 2;
+
+ [SerializeField, Min(0f), Tooltip("平均速度超过该阈值认为在甩动(用于动态降 subdiv)")]
+ private float movingSpeedThreshold = 2.0f;
+
+ [SerializeField, Tooltip("是否使用 Catmull-Rom 平滑(开启更顺,但更耗)")]
+ private bool smooth = true;
+
+ [SerializeField, Min(0.0001f)] private float lineWidth = 0.001f;
+
+ [Header("Air Drag (Stable)")] [SerializeField, Range(0f, 5f), Tooltip("空气阻力(Y向),指数衰减,越大越不飘")]
+ private float airDrag = 0.9f;
+
+ [SerializeField, Range(0f, 2f), Tooltip("横向额外阻力(XZ),指数衰减,越大越不左右飘")]
+ private float airDragXZ = 0.6f;
+
+ private LineRenderer _lineRenderer;
+
+ // physics
+ private int _physicsNodes;
+ private Vector3[] _pCurr;
+ private Vector3[] _pPrev;
+
+ // render (一次性分配到最大,后续不再 new)
+ private Vector3[] _rPoints;
+ private int _rCapacity;
+
+ private Vector3 _gravity;
+
+ // length control runtime
+ private float _targetLength;
+ private float _currentLength;
+ private float _lengthSmoothVel;
+
+ // rest length head
+ private float _headRestLen;
+
+ // node stability
+ private int _lastDesiredNodes = 0;
+
+ // caches
+ private Transform _startTr;
+ private Transform _endTr;
+
+ // precomputed
+ private float _dt;
+ private float _dt2;
+ private float _kY;
+ private float _kXZ;
+
+ private FRod _rod;
+ public void Init(FRod rod) => _rod = rod;
+
+ // Catmull t caches(只缓存 idle/moving 两档,减少每帧重复乘法)
+ private struct TCaches
+ {
+ public float[] t;
+ public float[] t2;
+ public float[] t3;
+ }
+
+ private TCaches _tIdle;
+ private TCaches _tMoving;
+
+ private void Awake()
+ {
+ _lineRenderer = GetComponent();
+ _gravity = new Vector3(0f, -gravityStrength, 0f);
+
+ _startTr = startAnchor ? startAnchor.transform : null;
+ _endTr = endAnchor ? endAnchor.transform : null;
+
+ InitLengthSystem();
+ AllocateAndInitNodes();
+
+ int maxSubdiv = Mathf.Max(1, renderSubdivisionsIdle);
+ _rCapacity = (maxPhysicsNodes - 1) * maxSubdiv + 1;
+ _rPoints = new Vector3[_rCapacity];
+
+ BuildTCaches(renderSubdivisionsIdle, ref _tIdle);
+ BuildTCaches(renderSubdivisionsMoving, ref _tMoving);
+ }
+
+ private void OnValidate()
+ {
+ renderSubdivisionsIdle = Mathf.Max(renderSubdivisionsIdle, 1);
+ renderSubdivisionsMoving = Mathf.Max(renderSubdivisionsMoving, 1);
+ iterations = Mathf.Clamp(iterations, 1, 80);
+ groundCastDistance = Mathf.Max(groundCastDistance, 0.01f);
+ groundCastHeight = Mathf.Max(groundCastHeight, 0f);
+ lineWidth = Mathf.Max(lineWidth, 0.0001f);
+
+ lengthSmoothTime = Mathf.Max(lengthSmoothTime, 0.0001f);
+
+ physicsSegmentLen = Mathf.Max(physicsSegmentLen, 0.01f);
+ minPhysicsNodes = Mathf.Max(minPhysicsNodes, 2);
+ maxPhysicsNodes = Mathf.Max(maxPhysicsNodes, minPhysicsNodes);
+
+ headMinLen = Mathf.Max(headMinLen, 0.0001f);
+ nodeHysteresis = Mathf.Max(0f, nodeHysteresis);
+
+ groundSampleStep = Mathf.Max(1, groundSampleStep);
+ groundUpdateEvery = Mathf.Max(1, groundUpdateEvery);
+
+ waterSampleStep = Mathf.Max(1, waterSampleStep);
+ waterUpdateEvery = Mathf.Max(1, waterUpdateEvery);
+ waterSurfaceOffset = Mathf.Max(0f, waterSurfaceOffset);
+ waterPostConstraintIterations = Mathf.Clamp(waterPostConstraintIterations, 0, 8);
+ }
+
+ private void InitLengthSystem()
+ {
+ float defaultLen = physicsSegmentLen * (Mathf.Max(minPhysicsNodes, 2) - 1);
+ _currentLength = (initialLength > 0f) ? initialLength : defaultLen;
+ _targetLength = _currentLength;
+ }
+
+ private void AllocateAndInitNodes()
+ {
+ _physicsNodes = Mathf.Clamp(ComputeDesiredNodesStable(_currentLength), 2, maxPhysicsNodes);
+
+ _pCurr = new Vector3[maxPhysicsNodes];
+ _pPrev = new Vector3[maxPhysicsNodes];
+
+ Vector3 start = startAnchor ? startAnchor.position : transform.position;
+ Vector3 dir = Vector3.down;
+
+ for (int i = 0; i < _physicsNodes; i++)
+ {
+ Vector3 pos = start + dir * (physicsSegmentLen * i);
+ _pCurr[i] = pos;
+ _pPrev[i] = pos;
+ }
+
+ UpdateHeadRestLenFromCurrentLength();
+
+ if (startAnchor && endAnchor)
+ LockAnchorsHard();
+ }
+
+ private int ComputeDesiredNodes(float lengthMeters)
+ {
+ int desired = Mathf.FloorToInt(Mathf.Max(0f, lengthMeters) / physicsSegmentLen) + 1;
+ desired = Mathf.Clamp(desired, minPhysicsNodes, maxPhysicsNodes);
+ return desired;
+ }
+
+ private int ComputeDesiredNodesStable(float lengthMeters)
+ {
+ int desired = ComputeDesiredNodes(lengthMeters);
+
+ if (_lastDesiredNodes == 0)
+ {
+ _lastDesiredNodes = desired;
+ return desired;
+ }
+
+ if (desired == _lastDesiredNodes)
+ return desired;
+
+ float boundary = (_lastDesiredNodes - 1) * physicsSegmentLen;
+ if (Mathf.Abs(lengthMeters - boundary) < nodeHysteresis)
+ return _lastDesiredNodes;
+
+ _lastDesiredNodes = desired;
+ return desired;
+ }
+
+ public void SetTargetLength(float lengthMeters) => _targetLength = Mathf.Max(0f, lengthMeters);
+ public float GetCurrentLength() => _currentLength;
+ public float GetTargetLength() => _targetLength;
+ public float GetLengthSmoothVel() => _lengthSmoothVel;
+
+ public float GetLengthByPoints()
+ {
+ if (_rPoints == null || _lineRenderer == null) return 0f;
+
+ int count = _lineRenderer.positionCount;
+ if (count < 2) return 0f;
+
+ float totalLength = 0f;
+ for (int i = 1; i < count; i++)
+ {
+ Vector3 a = _rPoints[i - 1];
+ Vector3 b = _rPoints[i];
+ totalLength += Vector3.Distance(a, b);
+ }
+
+ return totalLength;
+ }
+
+ public float GetPhysicsPolylineLength()
+ {
+ float total = 0f;
+ for (int i = 1; i < _physicsNodes; i++)
+ total += Vector3.Distance(_pCurr[i - 1], _pCurr[i]);
+ return total;
+ }
+
+ public void DebugLength()
+ {
+ Debug.Log(
+ $"current={_currentLength}, target={_targetLength}, nodes={_physicsNodes}, " +
+ $"seg={physicsSegmentLen}, head={_headRestLen}, headMin={headMinLen}, " +
+ $"solverRestTotal={(_physicsNodes - 2) * physicsSegmentLen + _headRestLen}, " +
+ $"poly={GetPhysicsPolylineLength()}"
+ );
+ }
+
+ private void FixedUpdate()
+ {
+ if (!startAnchor || !endAnchor) return;
+
+ _dt = Time.fixedDeltaTime;
+ if (_dt < 1e-6f) _dt = 1e-6f;
+ _dt2 = _dt * _dt;
+
+ _gravity.y = -gravityStrength;
+
+ _kY = Mathf.Exp(-airDrag * _dt);
+ _kXZ = Mathf.Exp(-airDragXZ * _dt);
+
+ UpdateLengthSmooth();
+ UpdateNodesFromLength();
+ UpdateHeadRestLenFromCurrentLength();
+
+ Simulate_VerletFast();
+
+ LockAnchorsHard();
+
+ for (int it = 0; it < iterations; it++)
+ SolveDistanceConstraints_HeadOnly_Fast();
+
+ LockAnchorsHard();
+
+ if (constrainToGround)
+ {
+ _groundFrameCounter++;
+ if (_groundFrameCounter >= groundUpdateEvery)
+ {
+ _groundFrameCounter = 0;
+ ConstrainToGround();
+ }
+ }
+
+ if (constrainToWaterSurface)
+ {
+ _waterFrameCounter++;
+ if (_waterFrameCounter >= waterUpdateEvery)
+ {
+ _waterFrameCounter = 0;
+ ConstrainToWaterSurface();
+
+ // 水面抬升后补几次长度约束,让形状更顺一点
+ for (int it = 0; it < waterPostConstraintIterations; it++)
+ SolveDistanceConstraints_HeadOnly_Fast();
+ }
+ }
+
+ LockAnchorsHard();
+ }
+
+ private void LateUpdate()
+ {
+ if (!startAnchor || !endAnchor || _pCurr == null || _physicsNodes < 2) return;
+
+ int last = _physicsNodes - 1;
+
+ Vector3 s = _startTr.position;
+ Vector3 e = _endTr.position;
+
+ _pCurr[0] = s;
+ _pPrev[0] = s;
+ _pCurr[last] = e;
+ _pPrev[last] = e;
+
+ DrawHighResLine_Fast();
+ }
+
+ private void UpdateLengthSmooth()
+ {
+ float minFeasible = 0.01f;
+ float desired = Mathf.Max(_targetLength, minFeasible);
+
+ _currentLength = Mathf.SmoothDamp(
+ _currentLength,
+ desired,
+ ref _lengthSmoothVel,
+ lengthSmoothTime,
+ Mathf.Infinity,
+ Time.fixedDeltaTime
+ );
+
+ // 长度变化时额外压一点速度,减少收放线时抖动
+ float delta = Mathf.Abs(_targetLength - _currentLength);
+ if (delta > 0.0001f && lengthChangeVelocityKill > 0f)
+ {
+ float keep = 1f - Mathf.Clamp01(lengthChangeVelocityKill);
+ for (int i = 1; i < _physicsNodes - 1; i++)
+ {
+ Vector3 curr = _pCurr[i];
+ Vector3 prev = _pPrev[i];
+ Vector3 disp = curr - prev;
+ _pPrev[i] = curr - disp * keep;
+ }
+ }
+ }
+
+ private void UpdateNodesFromLength()
+ {
+ int desired = ComputeDesiredNodesStable(_currentLength);
+ desired = Mathf.Clamp(desired, 2, maxPhysicsNodes);
+ if (desired == _physicsNodes) return;
+
+ if (desired > _physicsNodes) AddNodesAtStart(desired - _physicsNodes);
+ else RemoveNodesAtStart(_physicsNodes - desired);
+
+ _physicsNodes = desired;
+ }
+
+ private void AddNodesAtStart(int addCount)
+ {
+ if (addCount <= 0) return;
+
+ int oldCount = _physicsNodes;
+ int newCount = Mathf.Min(oldCount + addCount, maxPhysicsNodes);
+ addCount = newCount - oldCount;
+ if (addCount <= 0) return;
+
+ Array.Copy(_pCurr, 1, _pCurr, 1 + addCount, oldCount - 1);
+ Array.Copy(_pPrev, 1, _pPrev, 1 + addCount, oldCount - 1);
+
+ Vector3 s = _startTr ? _startTr.position : startAnchor.position;
+
+ Vector3 dir = Vector3.down;
+ int firstOld = 1 + addCount;
+ if (oldCount >= 2 && firstOld < maxPhysicsNodes)
+ {
+ Vector3 toOld1 = (_pCurr[firstOld] - s);
+ float sq = toOld1.sqrMagnitude;
+ if (sq > 1e-6f) dir = toOld1 / Mathf.Sqrt(sq);
+ }
+
+ Vector3 inheritDisp = Vector3.zero;
+ if (oldCount >= 2 && firstOld < maxPhysicsNodes)
+ inheritDisp = (_pCurr[firstOld] - _pPrev[firstOld]);
+
+ for (int k = 1; k <= addCount; k++)
+ {
+ Vector3 pos = s + dir * (physicsSegmentLen * k);
+ _pCurr[k] = pos;
+ _pPrev[k] = pos - inheritDisp;
+ }
+
+ LockAnchorsHard();
+ }
+
+ private void RemoveNodesAtStart(int removeCount)
+ {
+ if (removeCount <= 0) return;
+
+ int oldCount = _physicsNodes;
+ int newCount = Mathf.Max(oldCount - removeCount, 2);
+ removeCount = oldCount - newCount;
+ if (removeCount <= 0) return;
+
+ Array.Copy(_pCurr, 1 + removeCount, _pCurr, 1, newCount - 2);
+ Array.Copy(_pPrev, 1 + removeCount, _pPrev, 1, newCount - 2);
+
+ LockAnchorsHard();
+ }
+
+ private void UpdateHeadRestLenFromCurrentLength()
+ {
+ int fixedSegCount = Mathf.Max(0, _physicsNodes - 2);
+ float baseLen = fixedSegCount * physicsSegmentLen;
+
+ _headRestLen = _currentLength - baseLen;
+ _headRestLen = Mathf.Clamp(_headRestLen, headMinLen, physicsSegmentLen * 1.5f);
+ }
+
+ private void Simulate_VerletFast()
+ {
+ for (int i = 1; i < _physicsNodes - 1; i++)
+ {
+ Vector3 disp = _pCurr[i] - _pPrev[i];
+
+ disp.x *= _kXZ;
+ disp.z *= _kXZ;
+ disp.y *= _kY;
+
+ disp *= velocityDampen;
+
+ Vector3 next = _pCurr[i] + disp + _gravity * _dt2;
+
+ _pPrev[i] = _pCurr[i];
+ _pCurr[i] = next;
+ }
+ }
+
+ private void LockAnchorsHard()
+ {
+ if (!startAnchor || !endAnchor || _pCurr == null || _pPrev == null || _physicsNodes < 2) return;
+
+ Vector3 s = _startTr ? _startTr.position : startAnchor.position;
+ Vector3 e = _endTr ? _endTr.position : endAnchor.position;
+
+ _pCurr[0] = s;
+ _pPrev[0] = s - startAnchor.linearVelocity * _dt;
+
+ int last = _physicsNodes - 1;
+ _pCurr[last] = e;
+ _pPrev[last] = e - endAnchor.linearVelocity * _dt;
+ }
+
+ private void SolveDistanceConstraints_HeadOnly_Fast()
+ {
+ int last = _physicsNodes - 1;
+
+ for (int i = 0; i < last; i++)
+ {
+ float rest = (i == 0) ? _headRestLen : physicsSegmentLen;
+
+ Vector3 a = _pCurr[i];
+ Vector3 b = _pCurr[i + 1];
+
+ Vector3 delta = b - a;
+ float sq = delta.sqrMagnitude;
+ if (sq < 1e-12f) continue;
+
+ float dist = Mathf.Sqrt(sq);
+ float diff = (dist - rest) / dist;
+ Vector3 corr = delta * (diff * stiffness);
+
+ if (i != 0) _pCurr[i] = a + corr * 0.5f;
+ if (i + 1 != last) _pCurr[i + 1] = b - corr * 0.5f;
+ }
+ }
+
+ private void ConstrainToGround()
+ {
+ if (groundMask == 0) return;
+
+ int last = _physicsNodes - 1;
+ int step = Mathf.Max(1, groundSampleStep);
+
+ int prevSampleIdx = 1;
+ float prevMinY = SampleMinY(_pCurr[prevSampleIdx]);
+
+ ApplyMinY(prevSampleIdx, prevMinY);
+
+ for (int i = 1 + step; i < last; i += step)
+ {
+ float nextMinY = SampleMinY(_pCurr[i]);
+ ApplyMinY(i, nextMinY);
+
+ if (groundInterpolate)
+ {
+ int a = prevSampleIdx;
+ int b = i;
+ int span = b - a;
+ for (int j = 1; j < span; j++)
+ {
+ int idx = a + j;
+ float t = j / (float)span;
+ float minY = Mathf.Lerp(prevMinY, nextMinY, t);
+ ApplyMinY(idx, minY);
+ }
+ }
+ else
+ {
+ for (int idx = prevSampleIdx + 1; idx < i; idx++)
+ ApplyMinY(idx, prevMinY);
+ }
+
+ prevSampleIdx = i;
+ prevMinY = nextMinY;
+ }
+
+ for (int i = prevSampleIdx + 1; i < last; i++)
+ ApplyMinY(i, prevMinY);
+ }
+
+ private float SampleMinY(Vector3 p)
+ {
+ Vector3 origin = p + Vector3.up * groundCastHeight;
+ if (Physics.Raycast(origin, Vector3.down, out RaycastHit hit, groundCastDistance, groundMask,
+ QueryTriggerInteraction.Ignore))
+ return hit.point.y + groundRadius;
+
+ return float.NegativeInfinity;
+ }
+
+ private void ApplyMinY(int i, float minY)
+ {
+ if (float.IsNegativeInfinity(minY)) return;
+
+ Vector3 p = _pCurr[i];
+ if (p.y < minY)
+ {
+ p.y = minY;
+ _pCurr[i] = p;
+
+ // prev 同步抬上来,避免下一帧又被惯性拉回去造成抖动
+ Vector3 prev = _pPrev[i];
+ if (prev.y < minY) prev.y = minY;
+ _pPrev[i] = prev;
+ }
+ }
+
+ private void ConstrainToWaterSurface()
+ {
+ int last = _physicsNodes - 1;
+ if (last <= 1) return;
+
+ int step = Mathf.Max(1, waterSampleStep);
+ float surfaceY = waterLevelY + waterSurfaceOffset;
+
+ int prevSampleIdx = 1;
+ float prevSurfaceY = surfaceY;
+
+ ApplyWaterSurface(prevSampleIdx, prevSurfaceY);
+
+ for (int i = 1 + step; i < last; i += step)
+ {
+ float nextSurfaceY = surfaceY;
+ ApplyWaterSurface(i, nextSurfaceY);
+
+ if (waterInterpolate)
+ {
+ int a = prevSampleIdx;
+ int b = i;
+ int span = b - a;
+ for (int j = 1; j < span; j++)
+ {
+ int idx = a + j;
+ float t = j / (float)span;
+ float y = Mathf.Lerp(prevSurfaceY, nextSurfaceY, t);
+ ApplyWaterSurface(idx, y);
+ }
+ }
+ else
+ {
+ for (int idx = prevSampleIdx + 1; idx < i; idx++)
+ ApplyWaterSurface(idx, prevSurfaceY);
+ }
+
+ prevSampleIdx = i;
+ prevSurfaceY = nextSurfaceY;
+ }
+
+ for (int i = prevSampleIdx + 1; i < last; i++)
+ ApplyWaterSurface(i, prevSurfaceY);
+ }
+
+ private void ApplyWaterSurface(int i, float surfaceY)
+ {
+ Vector3 p = _pCurr[i];
+ if (p.y < surfaceY)
+ {
+ p.y = surfaceY;
+ _pCurr[i] = p;
+
+ // 同步 prev,杀掉向下惯性,避免反复穿透水面
+ Vector3 prev = _pPrev[i];
+ if (prev.y < surfaceY) prev.y = surfaceY;
+ _pPrev[i] = prev;
+ }
+ }
+
+ private void DrawHighResLine_Fast()
+ {
+ if (_pCurr == null || _physicsNodes < 2) return;
+
+ float w = lineWidth * LineMultiple;
+ _lineRenderer.startWidth = w;
+ _lineRenderer.endWidth = w;
+
+ if (!smooth)
+ {
+ _lineRenderer.positionCount = _physicsNodes;
+ _lineRenderer.SetPositions(_pCurr);
+ return;
+ }
+
+ int subdiv = PickRenderSubdivisions_Fast();
+ TCaches tc = (subdiv == renderSubdivisionsMoving) ? _tMoving : _tIdle;
+
+ int needed = (_physicsNodes - 1) * subdiv + 1;
+ if (needed > _rCapacity)
+ {
+ _rCapacity = needed;
+ _rPoints = new Vector3[_rCapacity];
+ }
+
+ int idx = 0;
+ int last = _physicsNodes - 1;
+
+ for (int seg = 0; seg < last; seg++)
+ {
+ int i0 = seg - 1;
+ if (i0 < 0) i0 = 0;
+ int i1 = seg;
+ int i2 = seg + 1;
+ int i3 = seg + 2;
+ if (i3 > last) i3 = last;
+
+ Vector3 p0 = _pCurr[i0];
+ Vector3 p1 = _pCurr[i1];
+ Vector3 p2 = _pCurr[i2];
+ Vector3 p3 = _pCurr[i3];
+
+ for (int s = 0; s < subdiv; s++)
+ {
+ float t = tc.t[s];
+ float t2 = tc.t2[s];
+ float t3 = tc.t3[s];
+
+ Vector3 cr =
+ 0.5f * (
+ (2f * p1) +
+ (-p0 + p2) * t +
+ (2f * p0 - 5f * p1 + 4f * p2 - p3) * t2 +
+ (-p0 + 3f * p1 - 3f * p2 + p3) * t3
+ );
+
+ cr.y = p1.y + (p2.y - p1.y) * t;
+
+ _rPoints[idx++] = cr;
+ }
+ }
+
+ _rPoints[idx++] = _pCurr[last];
+
+ _lineRenderer.positionCount = idx;
+ _lineRenderer.SetPositions(_rPoints);
+ }
+
+ private int PickRenderSubdivisions_Fast()
+ {
+ int idle = Mathf.Max(1, renderSubdivisionsIdle);
+ int moving = Mathf.Max(1, renderSubdivisionsMoving);
+
+ float thr = movingSpeedThreshold;
+ float thrSq = (thr * _dt) * (thr * _dt);
+
+ float sumSq = 0f;
+ int count = Mathf.Max(1, _physicsNodes - 2);
+
+ for (int i = 1; i < _physicsNodes - 1; i++)
+ {
+ Vector3 disp = _pCurr[i] - _pPrev[i];
+ sumSq += disp.sqrMagnitude;
+ }
+
+ float avgSq = sumSq / count;
+
+ return (avgSq > thrSq) ? moving : idle;
+ }
+
+ private static void BuildTCaches(int subdiv, ref TCaches caches)
+ {
+ subdiv = Mathf.Max(1, subdiv);
+ caches.t = new float[subdiv];
+ caches.t2 = new float[subdiv];
+ caches.t3 = new float[subdiv];
+
+ float inv = 1f / subdiv;
+ for (int s = 0; s < subdiv; s++)
+ {
+ float t = s * inv;
+ float t2 = t * t;
+ caches.t[s] = t;
+ caches.t2[s] = t2;
+ caches.t3[s] = t2 * t;
+ }
+ }
+
+ private void OnDrawGizmosSelected()
+ {
+ if (_pCurr == null) return;
+ Gizmos.color = Color.yellow;
+ for (int i = 0; i < _physicsNodes; i++)
+ Gizmos.DrawSphere(_pCurr[i], 0.01f);
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Fishing/Rope/RopeBack.meta b/Assets/Scripts/Fishing/Rope/RopeBack.meta
new file mode 100644
index 000000000..70c81088d
--- /dev/null
+++ b/Assets/Scripts/Fishing/Rope/RopeBack.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: d44eb051084541ebb5c082445b2111c0
+timeCreated: 1774151232
\ No newline at end of file