diff --git a/Assets/Scripts/Fishing/New/View/Player/States/PlayerStageViewThrow.cs b/Assets/Scripts/Fishing/New/View/Player/States/PlayerStageViewThrow.cs index 44197e091..2682bc49e 100644 --- a/Assets/Scripts/Fishing/New/View/Player/States/PlayerStageViewThrow.cs +++ b/Assets/Scripts/Fishing/New/View/Player/States/PlayerStageViewThrow.cs @@ -56,7 +56,7 @@ namespace NBF if (rod != null && rod.Line != null && rod.Line.Lure != null) { // 使用 ChargedProgress 作为力度系数 (0-1) - float throwForce = 20f + ChargedProgress * 50f; + float throwForce = 20f + ChargedProgress * 90f; // 水平向前 + 向上抛出,形成抛物线轨迹 Vector3 throwDirection = PlayerView.Unity.transform.forward;// + Vector3.up * throwUpAngle; diff --git a/Assets/Scripts/Fishing/Rope/Rope.cs b/Assets/Scripts/Fishing/Rope/Rope.cs index 0c76df1db..9dc6f3bf1 100644 --- a/Assets/Scripts/Fishing/Rope/Rope.cs +++ b/Assets/Scripts/Fishing/Rope/Rope.cs @@ -513,58 +513,6 @@ public class Rope : MonoBehaviour _pPrev[last] = e - endAnchor.linearVelocity * _dt; } - private void SolveDistanceConstraints_FABRIK() - { - int last = _physicsNodes - 1; - if (last < 1) return; - - // 起点固定 - _pCurr[0] = _startTr ? _startTr.position : startAnchor.position; - - // Forward: from start to end - for (int i = 1; i <= last; i++) - { - float rest = (i == 1) ? _headRestLen : physicsSegmentLen; - - Vector3 prev = _pCurr[i - 1]; - Vector3 curr = _pCurr[i]; - Vector3 dir = curr - prev; - float sq = dir.sqrMagnitude; - - if (sq < 1e-12f) - dir = Vector3.down; - else - dir /= Mathf.Sqrt(sq); - - _pCurr[i] = prev + dir * rest; - } - - // 终点固定 - _pCurr[last] = _endTr ? _endTr.position : endAnchor.position; - - // Backward: from end to start - for (int i = last - 1; i >= 0; i--) - { - float rest = (i == 0) ? _headRestLen : physicsSegmentLen; - - Vector3 next = _pCurr[i + 1]; - Vector3 curr = _pCurr[i]; - Vector3 dir = curr - next; - float sq = dir.sqrMagnitude; - - if (sq < 1e-12f) - dir = Vector3.up; - else - dir /= Mathf.Sqrt(sq); - - _pCurr[i] = next + dir * rest; - } - - // 再锁一次两端 - _pCurr[0] = _startTr ? _startTr.position : startAnchor.position; - _pCurr[last] = _endTr ? _endTr.position : endAnchor.position; - } - private void SolveDistanceConstraints_HeadOnly_Fast() { int last = _physicsNodes - 1; diff --git a/Assets/Scripts/Fishing/Rope/RopeBack b/Assets/Scripts/Fishing/Rope/RopeBack deleted file mode 100644 index e37c49023..000000000 --- a/Assets/Scripts/Fishing/Rope/RopeBack +++ /dev/null @@ -1,782 +0,0 @@ -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 = 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