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;
[SerializeField, Range(0, 16), Tooltip("主求解后追加的硬长度约束次数。只负责把 poly 拉回到 rest total,不改变可变长度逻辑")]
private int hardTightenIterations = 2;
[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;
[SerializeField, Range(0, 8), Tooltip("地面约束后,再做几次长度约束,减少 poly 被地面抬长")]
private int groundPostConstraintIterations = 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(0f, 1f), Tooltip("水面约束抬升强度(每次更新的插值强度),越小越渐进")]
private float waterLiftStrength = 0.25f;
[SerializeField, Tooltip("startAnchor 在水下时,让其相邻端节点强制跟随 startAnchor,避免被抬到水面导致脱离")]
private bool keepStartAdjacentNodeFollow = true;
[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("Performance")] [SerializeField, Tooltip("远端玩家鱼线不可见时,直接停止整条渲染线的模拟与绘制")]
private bool cullRemoteRopeWhenInvisible = true;
[SerializeField, Tooltip("本地玩家自己的鱼线始终保持完整计算")]
private bool localOwnerAlwaysSimulate = true;
[SerializeField, Range(1, 60), Tooltip("每隔多少个 FixedUpdate 重新判断一次可见性")]
private int visibilityCheckEvery = 10;
[SerializeField, Range(0f, 0.5f), Tooltip("屏幕边缘额外留白,避免刚进视野就闪现")]
private float visibilityViewportPadding = 0.08f;
[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 Transform _cameraTr;
private int _visibilityCheckCounter;
private bool _isCulledByVisibility;
private int _tIdleSubdiv = -1;
private int _tMovingSubdiv = -1;
private FRod _rod;
public void Init(FRod rod)
{
_rod = rod;
if (Application.isPlaying)
RefreshVisibilityState(true);
}
// 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);
RefreshAnchorTransforms();
InitLengthSystem();
AllocateAndInitNodes();
EnsureRenderCaches();
RefreshVisibilityState(true);
}
private void OnValidate()
{
renderSubdivisionsIdle = Mathf.Max(renderSubdivisionsIdle, 1);
renderSubdivisionsMoving = Mathf.Max(renderSubdivisionsMoving, 1);
iterations = Mathf.Clamp(iterations, 1, 80);
hardTightenIterations = Mathf.Clamp(hardTightenIterations, 0, 16);
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);
groundPostConstraintIterations = Mathf.Clamp(groundPostConstraintIterations, 0, 8);
waterSampleStep = Mathf.Max(1, waterSampleStep);
waterUpdateEvery = Mathf.Max(1, waterUpdateEvery);
waterSurfaceOffset = Mathf.Max(0f, waterSurfaceOffset);
waterLiftStrength = Mathf.Clamp01(waterLiftStrength);
waterPostConstraintIterations = Mathf.Clamp(waterPostConstraintIterations, 0, 8);
visibilityCheckEvery = Mathf.Clamp(visibilityCheckEvery, 1, 60);
visibilityViewportPadding = Mathf.Clamp(visibilityViewportPadding, 0f, 0.5f);
}
private void RefreshAnchorTransforms()
{
_startTr = startAnchor ? startAnchor.transform : null;
_endTr = endAnchor ? endAnchor.transform : null;
}
private bool ShouldAlwaysSimulate()
{
if (!localOwnerAlwaysSimulate)
return false;
var owner = _rod?.PlayerItem?.Owner;
return owner == null || owner.IsSelf;
}
private Transform GetActiveCameraTransform()
{
Camera main = BaseCamera.Main;
if (main)
{
_cameraTr = main.transform;
return _cameraTr;
}
if (!_cameraTr)
{
Camera fallback = Camera.main;
if (fallback)
_cameraTr = fallback.transform;
}
return _cameraTr;
}
private static bool IsViewportPointVisible(Vector3 viewportPoint, float padding)
{
if (viewportPoint.z <= 0f)
return false;
return viewportPoint.x >= -padding && viewportPoint.x <= 1f + padding &&
viewportPoint.y >= -padding && viewportPoint.y <= 1f + padding;
}
private bool IsVisibleToMainCamera()
{
Transform camTr = GetActiveCameraTransform();
if (!camTr)
return true;
Camera cam = camTr.GetComponent();
if (!cam)
cam = BaseCamera.Main ? BaseCamera.Main : Camera.main;
if (!cam)
return true;
Vector3 start = _startTr ? _startTr.position : (startAnchor ? startAnchor.position : transform.position);
Vector3 end = _endTr ? _endTr.position : (endAnchor ? endAnchor.position : transform.position);
Vector3 middle = (start + end) * 0.5f;
float padding = visibilityViewportPadding;
return IsViewportPointVisible(cam.WorldToViewportPoint(start), padding) ||
IsViewportPointVisible(cam.WorldToViewportPoint(end), padding) ||
IsViewportPointVisible(cam.WorldToViewportPoint(middle), padding);
}
private void RefreshVisibilityState(bool force = false)
{
if (!cullRemoteRopeWhenInvisible || ShouldAlwaysSimulate())
{
_isCulledByVisibility = false;
if (_lineRenderer)
_lineRenderer.enabled = true;
return;
}
if (!force)
{
_visibilityCheckCounter++;
if (_visibilityCheckCounter < visibilityCheckEvery)
return;
}
_visibilityCheckCounter = 0;
bool wasCulled = _isCulledByVisibility;
_isCulledByVisibility = !IsVisibleToMainCamera();
if (_lineRenderer)
_lineRenderer.enabled = !_isCulledByVisibility;
if (wasCulled && !_isCulledByVisibility)
SyncVisibleStateAfterCulling();
}
private void SyncVisibleStateAfterCulling()
{
_currentLength = Mathf.Max(_targetLength, 0.01f);
UpdateNodesFromLength();
UpdateHeadRestLenFromCurrentLength();
ResetNodesBetweenAnchors();
LockAnchorsHard();
}
private void ResetNodesBetweenAnchors()
{
if (_physicsNodes < 2)
return;
Vector3 start = _startTr ? _startTr.position : (startAnchor ? startAnchor.position : transform.position);
Vector3 end = _endTr ? _endTr.position : (endAnchor ? endAnchor.position : transform.position);
int last = _physicsNodes - 1;
for (int i = 0; i <= last; i++)
{
float t = (last > 0) ? i / (float)last : 0f;
Vector3 pos = Vector3.Lerp(start, end, t);
_pCurr[i] = pos;
_pPrev[i] = pos;
}
}
private void EnsureRenderCaches()
{
int idle = Mathf.Max(1, renderSubdivisionsIdle);
if (_tIdleSubdiv != idle)
{
BuildTCaches(idle, ref _tIdle);
_tIdleSubdiv = idle;
}
int moving = Mathf.Max(1, renderSubdivisionsMoving);
if (_tMovingSubdiv != moving)
{
BuildTCaches(moving, ref _tMoving);
_tMovingSubdiv = moving;
}
int maxSubdiv = Mathf.Max(idle, moving);
int neededCapacity = (maxPhysicsNodes - 1) * maxSubdiv + 1;
if (_rPoints == null || neededCapacity > _rCapacity)
{
_rCapacity = neededCapacity;
_rPoints = new Vector3[_rCapacity];
}
}
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.RoundToInt(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 (!smooth)
return GetPhysicsPolylineLength();
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()
{
float solverRestTotal = (_physicsNodes - 2) * physicsSegmentLen + _headRestLen;
float poly = GetPhysicsPolylineLength();
float maxSegDelta = 0f;
float avgSegDelta = 0f;
for (int i = 1; i < _physicsNodes; i++)
{
float rest = (i == 1) ? _headRestLen : physicsSegmentLen;
float segLen = Vector3.Distance(_pCurr[i - 1], _pCurr[i]);
float delta = segLen - rest;
if (delta > maxSegDelta) maxSegDelta = delta;
avgSegDelta += delta;
}
if (_physicsNodes > 1)
avgSegDelta /= (_physicsNodes - 1);
Debug.Log(
$"current={_currentLength}, target={_targetLength}, nodes={_physicsNodes}, " +
$"seg={physicsSegmentLen}, head={_headRestLen}, headMin={headMinLen}, " +
$"solverRestTotal={solverRestTotal}, poly={poly}, delta={poly - solverRestTotal}, " +
$"maxSegDelta={maxSegDelta}, avgSegDelta={avgSegDelta}"
);
}
private void FixedUpdate()
{
if (!startAnchor || !endAnchor) return;
RefreshAnchorTransforms();
RefreshVisibilityState();
if (_isCulledByVisibility)
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();
for (int it = 0; it < iterations; it++)
{
LockAnchorsHard();
SolveDistanceConstraints_HeadOnly_Fast();
}
SolveHardDistanceConstraints(hardTightenIterations);
LockAnchorsHard();
if (constrainToGround)
{
_groundFrameCounter++;
if (_groundFrameCounter >= groundUpdateEvery)
{
_groundFrameCounter = 0;
ConstrainToGround();
SolveHardDistanceConstraints(groundPostConstraintIterations);
}
}
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
SolveHardDistanceConstraints(waterPostConstraintIterations);
}
}
LockAnchorsHard();
}
private void LateUpdate()
{
if (!startAnchor || !endAnchor || _pCurr == null || _physicsNodes < 2) return;
RefreshAnchorTransforms();
if (_isCulledByVisibility)
return;
EnsureRenderCaches();
int last = _physicsNodes - 1;
Vector3 s = _startTr.position;
Vector3 e = _endTr.position;
_pCurr[0] = s;
_pCurr[last] = e;
// _pPrev[0] = s;
// _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()
{
SolveDistanceConstraints_HeadOnly_Bidirectional(stiffness);
}
private void SolveHardDistanceConstraints(int extraIterations)
{
for (int it = 0; it < extraIterations; it++)
{
LockAnchorsHard();
SolveDistanceConstraints_HeadOnly_Hard();
}
}
private void SolveDistanceConstraints_HeadOnly_Hard()
{
SolveDistanceConstraints_HeadOnly_Bidirectional(1f);
}
private void SolveDistanceConstraints_HeadOnly_Bidirectional(float combinedStiffness)
{
int last = _physicsNodes - 1;
if (last <= 0) return;
float clamped = Mathf.Clamp01(combinedStiffness);
float sweepStiffness = (clamped >= 0.999999f) ? 1f : 1f - Mathf.Sqrt(1f - clamped);
SolveDistanceConstraintsSweep_Fast(0, last, 1, last, sweepStiffness);
SolveDistanceConstraintsSweep_Fast(last - 1, -1, -1, last, sweepStiffness);
}
private void SolveDistanceConstraintsSweep_Fast(int start, int endExclusive, int step, int last, float sweepStiffness)
{
for (int i = start; i != endExclusive; i += step)
{
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 * sweepStiffness);
bool aLocked = (i == 0);
bool bLocked = (i + 1 == last);
if (!aLocked && !bLocked)
{
_pCurr[i] = a + corr * 0.5f;
_pCurr[i + 1] = b - corr * 0.5f;
}
else if (aLocked && !bLocked)
{
_pCurr[i + 1] = b - corr; // 首段:node1 吃满
}
else if (!aLocked)
{
_pCurr[i] = a + corr; // 尾段:last-1 吃满
}
// 两边都锁的情况理论上不会出现
}
}
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;
bool startUnderWater = _pCurr[0].y < surfaceY;
int startAdjacentIdx = GetStartAdjacentNodeIndex(last);
int prevSampleIdx = 1;
float prevSurfaceY = surfaceY;
ApplyWaterSurface(prevSampleIdx, prevSurfaceY, startUnderWater, startAdjacentIdx);
for (int i = 1 + step; i < last; i += step)
{
float nextSurfaceY = surfaceY;
ApplyWaterSurface(i, nextSurfaceY, startUnderWater, startAdjacentIdx);
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, startUnderWater, startAdjacentIdx);
}
}
else
{
for (int idx = prevSampleIdx + 1; idx < i; idx++)
ApplyWaterSurface(idx, prevSurfaceY, startUnderWater, startAdjacentIdx);
}
prevSampleIdx = i;
prevSurfaceY = nextSurfaceY;
}
for (int i = prevSampleIdx + 1; i < last; i++)
ApplyWaterSurface(i, prevSurfaceY, startUnderWater, startAdjacentIdx);
}
private int GetStartAdjacentNodeIndex(int last)
{
if (last <= 1) return 1;
Vector3 s = _pCurr[0];
float d1 = (_pCurr[1] - s).sqrMagnitude;
float d2 = (_pCurr[last - 1] - s).sqrMagnitude;
return d1 <= d2 ? 1 : last - 1;
}
private void ApplyWaterSurface(int i, float surfaceY, bool startUnderWater, int startAdjacentIdx)
{
if (keepStartAdjacentNodeFollow && startUnderWater && i == startAdjacentIdx)
{
Vector3 s = _pCurr[0];
_pCurr[i] = s;
_pPrev[i] = s;
return;
}
Vector3 p = _pCurr[i];
if (p.y < surfaceY)
{
p.y = Mathf.Lerp(p.y, surfaceY, waterLiftStrength);
_pCurr[i] = p;
// 渐进同步 prev,削弱向下惯性,避免反复穿透水面
Vector3 prev = _pPrev[i];
if (prev.y < p.y) prev.y = Mathf.Lerp(prev.y, p.y, waterLiftStrength);
_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
);
// y 也使用平滑曲线,再做单调夹紧;避免垂直时因为线性 y 插值导致切线断裂,看起来像折线。
cr.y = ClampMonotonic(cr.y, p0.y, p1.y, p2.y, p3.y);
_rPoints[idx++] = cr;
}
}
_rPoints[idx++] = _pCurr[last];
_lineRenderer.positionCount = idx;
_lineRenderer.SetPositions(_rPoints);
}
private static float ClampMonotonic(float value, float p0, float p1, float p2, float p3)
{
bool rising = p0 <= p1 && p1 <= p2 && p2 <= p3;
bool falling = p0 >= p1 && p1 >= p2 && p2 >= p3;
if (!rising && !falling)
return value;
float min = Mathf.Min(p1, p2);
float max = Mathf.Max(p1, p2);
return Mathf.Clamp(value, min, max);
}
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);
}
}