绳子绑定

This commit is contained in:
2025-05-10 21:20:30 +08:00
parent c33bc44ba5
commit d845f61a28
2 changed files with 331 additions and 70 deletions

View File

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View File

@@ -3,8 +3,10 @@ using UnityEngine;
[RequireComponent(typeof(LineRenderer))]
public class Rope : MonoBehaviour
{
[Header("Demo Parameters")] [SerializeField, Min(0)]
float mouseOffset = 10f;
[Header("Attachment Points")] [SerializeField]
public Transform startAttachment; // 绳子起点绑定的Transform
[SerializeField] public Transform endAttachment; // 绳子终点绑定的Transform
[Header("Verlet Parameters")] [SerializeField]
float nodeDistance = 0.35f;
@@ -22,12 +24,7 @@ public class Rope : MonoBehaviour
float ropeWidth = 0.1f;
// 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;
@@ -37,13 +34,12 @@ public class Rope : MonoBehaviour
GameObject nodeTester;
SphereCollider nodeCollider;
int totalNodes;
float lastTotalLength; // 用于检测长度变化
float lastTotalLength;
void Awake()
{
// 获取组件引用
lineRenderer = GetComponent<LineRenderer>();
cam = Camera.main;
gravity = new Vector3(0, -gravityStrength, 0);
// 初始化节点测试器
@@ -62,8 +58,7 @@ public class Rope : MonoBehaviour
// 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++;
@@ -75,18 +70,13 @@ public class Rope : MonoBehaviour
colliderHitBuffer = new Collider[colliderBufferSize];
// 初始化节点位置
Vector3 startPos = transform.position;
Vector3 startPos = startAttachment != null ? startAttachment.position : 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;
// 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;
}
currentNodePositions[i] = startPos;
previousNodePositions[i] = startPos;
startPos.y -= distance;
}
@@ -105,55 +95,29 @@ public class Rope : MonoBehaviour
lastTotalLength = totalLength;
}
// 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 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;
float distance = (i == currentNodePositions.Length - 1 && (totalLength % nodeDistance) > 0)
? (totalLength % nodeDistance)
: nodeDistance;
lastPos.y -= distance;
currentNodePositions[i] = lastPos;
previousNodePositions[i] = lastPos;
@@ -169,7 +133,6 @@ public class Rope : MonoBehaviour
{
ApplyConstraint();
// 减少碰撞检测频率
if (i % (iterateCollisionsEvery + 1) == 0)
{
AdjustCollisions();
@@ -177,17 +140,11 @@ public class Rope : MonoBehaviour
}
}
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;
@@ -196,14 +153,18 @@ public class Rope : MonoBehaviour
void ApplyConstraint()
{
// 锁定端点
currentNodePositions[0] = startLock;
if (isStartLocked && isEndLocked)
// 绑定到起点Transform
if (startAttachment != null)
{
currentNodePositions[totalNodes - 1] = endLock;
currentNodePositions[0] = startAttachment.position;
}
// 绑定到终点Transform
if (endAttachment != null)
{
currentNodePositions[totalNodes - 1] = endAttachment.position;
}
// 预计算所有常用值
float halfStiffness = 0.5f * stiffness;
int nodeCountMinusOne = totalNodes - 1;
@@ -213,14 +174,13 @@ public class Rope : MonoBehaviour
Vector3 node2 = currentNodePositions[i + 1];
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;
// 只有当距离差异超过一定阈值时才调整
if (Mathf.Abs(sqrDistance - sqrDesiredDistance) > 0.001f)
{
float distance = Mathf.Sqrt(sqrDistance);
@@ -276,4 +236,11 @@ public class Rope : MonoBehaviour
Destroy(nodeTester);
}
}
// 公开方法用于动态设置绑定点
public void SetAttachments(Transform start, Transform end)
{
startAttachment = start;
endAttachment = end;
}
}