绳子优化

This commit is contained in:
2025-05-10 21:10:06 +08:00
parent ebcf8918dd
commit c33bc44ba5
2 changed files with 81 additions and 33 deletions

View File

@@ -404,7 +404,7 @@ BoxCollider:
m_ProvidesContacts: 0
m_Enabled: 1
serializedVersion: 3
m_Size: {x: 10, y: 2, z: 10}
m_Size: {x: 10, y: 1, z: 10}
m_Center: {x: 0, y: 0, z: 0}
--- !u!23 &306060541
MeshRenderer:
@@ -468,8 +468,8 @@ Transform:
m_GameObject: {fileID: 306060539}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: -100, z: 10}
m_LocalScale: {x: 10, y: 2, z: 10}
m_LocalPosition: {x: 0, y: -3, z: 10}
m_LocalScale: {x: 14.43, y: 2, z: 16.04}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
@@ -934,9 +934,9 @@ MonoBehaviour:
m_EditorClassIdentifier:
mouseOffset: 10
nodeDistance: 0.1
nodeColliderRadius: 0.2
nodeColliderRadius: 0.3
gravityStrength: 1.962
totalLength: 10
totalLength: 6
velocityDampen: 0.95
stiffness: 0.99
iterateCollisionsEvery: 1

View File

@@ -11,7 +11,7 @@ public class Rope : MonoBehaviour
[SerializeField] float nodeColliderRadius = 0.2f;
[SerializeField] float gravityStrength = 2;
[SerializeField] float totalLength = 10f; // 新增总长度参数
[SerializeField] float totalLength = 10f;
[SerializeField, Range(0, 1)] float velocityDampen = 0.95f;
[SerializeField, Range(0, 0.99f)] float stiffness = 0.8f;
[SerializeField, Range(1, 10)] int iterateCollisionsEvery = 1;
@@ -36,25 +36,11 @@ public class Rope : MonoBehaviour
LineRenderer lineRenderer;
GameObject nodeTester;
SphereCollider nodeCollider;
int totalNodes; // 现在由代码计算
int totalNodes;
float lastTotalLength; // 用于检测长度变化
void Awake()
{
// 计算节点数量
totalNodes = Mathf.FloorToInt(totalLength / nodeDistance) + 1;
float remainingLength = totalLength % nodeDistance;
// 如果剩余长度大于0增加一个节点
if (remainingLength > 0 && totalLength > nodeDistance)
{
totalNodes++;
}
// 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<LineRenderer>();
cam = Camera.main;
@@ -66,25 +52,59 @@ public class Rope : MonoBehaviour
nodeCollider = nodeTester.AddComponent<SphereCollider>();
nodeCollider.radius = nodeColliderRadius;
// 初始化长度跟踪
lastTotalLength = totalLength;
InitializeRope();
}
void InitializeRope()
{
// 计算节点数量
totalNodes = Mathf.FloorToInt(totalLength / nodeDistance) + 1;
float remainingLength = totalLength % nodeDistance;
// 如果剩余长度大于0增加一个节点
if (remainingLength > 0 && totalLength > nodeDistance)
{
totalNodes++;
}
// 初始化或调整数组大小
System.Array.Resize(ref currentNodePositions, totalNodes);
System.Array.Resize(ref previousNodePositions, totalNodes);
colliderHitBuffer = new Collider[colliderBufferSize];
// 初始化节点位置
Vector3 startPos = transform.position;
for (int i = 0; i < totalNodes; i++)
{
// 如果是最后一个节点且有剩余长度,使用剩余长度
float distance = (i == totalNodes - 1 && remainingLength > 0) ? remainingLength : nodeDistance;
currentNodePositions[i] = startPos;
previousNodePositions[i] = startPos;
// 如果数组已有数据,保持现有位置,否则初始化新位置
if (currentNodePositions[i] == null)
{
currentNodePositions[i] = startPos;
previousNodePositions[i] = startPos;
}
startPos.y -= distance;
}
// 设置线渲染器
lineRenderer.startWidth = ropeWidth;
lineRenderer.endWidth = ropeWidth;
lineRenderer.positionCount = totalNodes;
}
void Update()
{
// 检查长度是否变化
if (!Mathf.Approximately(totalLength, lastTotalLength))
{
AdjustRopeLength();
lastTotalLength = totalLength;
}
// 处理鼠标输入
if (Input.GetMouseButtonDown(0))
{
@@ -111,6 +131,36 @@ public class Rope : MonoBehaviour
DrawRope();
}
void AdjustRopeLength()
{
// 保存旧位置
Vector3[] oldPositions = (Vector3[])currentNodePositions.Clone();
Vector3[] oldPrevPositions = (Vector3[])previousNodePositions.Clone();
// 重新初始化绳索
InitializeRope();
// 尽可能保留旧位置数据
int copyLength = Mathf.Min(oldPositions.Length, currentNodePositions.Length);
System.Array.Copy(oldPositions, currentNodePositions, copyLength);
System.Array.Copy(oldPrevPositions, previousNodePositions, copyLength);
// 如果长度增加,初始化新增节点的位置
if (currentNodePositions.Length > oldPositions.Length)
{
Vector3 lastPos = oldPositions[oldPositions.Length - 1];
for (int i = oldPositions.Length; i < currentNodePositions.Length; i++)
{
float distance = (i == currentNodePositions.Length - 1 && (totalLength % nodeDistance) > 0) ?
(totalLength % nodeDistance) : nodeDistance;
lastPos.y -= distance;
currentNodePositions[i] = lastPos;
previousNodePositions[i] = lastPos;
}
}
}
void FixedUpdate()
{
Simulate();
@@ -164,10 +214,9 @@ public class Rope : MonoBehaviour
Vector3 diff = node1 - node2;
// 计算期望的距离 - 如果是最后一个段且有剩余长度,使用剩余长度
float desiredDistance = (i == nodeCountMinusOne - 1 && (totalLength % nodeDistance) > 0)
? (totalLength % nodeDistance)
: nodeDistance;
float desiredDistance = (i == nodeCountMinusOne - 1 && (totalLength % nodeDistance) > 0) ?
(totalLength % nodeDistance) : nodeDistance;
float sqrDesiredDistance = desiredDistance * desiredDistance;
float sqrDistance = diff.x * diff.x + diff.y * diff.y + diff.z * diff.z;
@@ -176,7 +225,7 @@ public class Rope : MonoBehaviour
{
float distance = Mathf.Sqrt(sqrDistance);
float difference = desiredDistance - distance;
Vector3 direction = diff / distance; // 比 normalized 更快
Vector3 direction = diff / distance;
Vector3 adjustment = direction * (difference * halfStiffness);
@@ -188,13 +237,13 @@ public class Rope : MonoBehaviour
void AdjustCollisions()
{
for (int i = 1; i < totalNodes; i += 2) // 跳过更多节点减少计算
for (int i = 1; i < totalNodes; i += 2)
{
int hits = Physics.OverlapSphereNonAlloc(
currentNodePositions[i],
nodeColliderRadius,
colliderHitBuffer,
~(1 << 8)); // 忽略特定层
~(1 << 8));
for (int n = 0; n < hits; n++)
{
@@ -216,7 +265,6 @@ public class Rope : MonoBehaviour
void DrawRope()
{
// 直接使用currentNodePositions数组避免额外拷贝
lineRenderer.positionCount = totalNodes;
lineRenderer.SetPositions(currentNodePositions);
}