223 lines
8.0 KiB
Plaintext
223 lines
8.0 KiB
Plaintext
using UnityEngine;
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using System.Collections.Generic;
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namespace NBF
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{
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[System.Serializable]
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public struct FishingCastInput
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{
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[Range(0, 1)] public float power;
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[Range(0, 50)] public float windStrength; // 单位 m/s
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public Vector3 windDirection;
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[Range(5, 30)] public float lureWeight; // 单位 g
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[Range(0, 30)] public float spiralAngularSpeed;
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}
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public class LureTrajectorySimulator : MonoBehaviour
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{
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[Header("基础参数")] public int maxSimulationSteps = 1000;
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public float simulationDuration = 10f;
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public float timeStep = 0.02f;
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[Header("抛投力度")] public float minThrowPower = 15f;
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public float maxThrowPower = 45f;
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[Header("空气阻力参数")] [Tooltip("阻力系数,非流线钓饵建议 0.8~1.2")]
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public float dragCoefficient = 0.1f;
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[Tooltip("迎风面积,0.005m² ≈ 5cm²")] public float lureArea = 0.001f;
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[Header("螺旋轨迹参数")] public float spiralRadius = 0.3f; // 初始螺旋半径(单位:米)
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[Range(0f, 2f)] public float spiralDecay = 1f; // 螺旋逐渐减弱的衰减因子
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/// <summary>
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/// 加入了风
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/// </summary>
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/// <param name="input"></param>
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/// <param name="startPosition"></param>
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/// <param name="castDirection"></param>
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/// <returns></returns>
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public List<Vector3> CalculateTrajectory(FishingCastInput input, Vector3 startPosition, Vector3 castDirection)
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{
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List<Vector3> trajectory = new List<Vector3>();
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Vector3 position = startPosition;
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Vector3 direction = castDirection.normalized;
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float throwPower = Mathf.Lerp(minThrowPower, maxThrowPower, input.power);
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Vector3 velocity = direction * throwPower;
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float lureMass = input.lureWeight / 1000f; // 转 kg
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Vector3 windDir = input.windDirection.normalized;
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float windStrength = input.windStrength;
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float currentTime = 0f;
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int steps = 0;
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while (currentTime < simulationDuration && steps < maxSimulationSteps)
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{
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if (position.y <= 0f) break;
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// 模拟风力逐渐生效
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float windInfluenceFactor = Mathf.Clamp01(currentTime / 1.5f); // 1.5秒内增长
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Vector3 windVelocity = windDir * windStrength * windInfluenceFactor;
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// 真实空气阻力模型
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Vector3 relVelocity = velocity - windVelocity;
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// 空气阻力
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float dragMag = 0.5f * PhysicsHelper.AirDensity *
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relVelocity.sqrMagnitude *
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dragCoefficient * lureArea;
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Vector3 dragForce = -relVelocity.normalized * dragMag;
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// 合力 = 重力 + 空气阻力
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Vector3 acceleration = (Physics.gravity + dragForce / lureMass);
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velocity += acceleration * timeStep;
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position += velocity * timeStep;
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// // 当前角度(代替原来的 spiralAngle 计算)
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// float spiralAngle = currentTime * input.spiralAngularSpeed;
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//
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// float spiralFalloff = Mathf.Exp(-spiralDecay * currentTime);
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// float radiusNow = spiralRadius * spiralFalloff;
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//
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// // 构造绕投掷方向垂直平面上的偏移
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// Vector3 right = Vector3.Cross(direction, Vector3.up).normalized;
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// if (right.sqrMagnitude < 0.001f)
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// right = Vector3.Cross(direction, Vector3.forward).normalized; // 防止方向与up重合
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// Vector3 up = Vector3.Cross(direction, right).normalized;
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// Vector3 spiralOffset = (right * Mathf.Cos(spiralAngle) + up * Mathf.Sin(spiralAngle)) * radiusNow;
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//
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// position += spiralOffset;
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trajectory.Add(position);
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currentTime += timeStep;
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steps++;
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}
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return trajectory;
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}
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// 示例调用
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private List<Vector3> _trajectory;
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private int _windIndex;
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public List<Vector3> Test(Transform cameraTransform)
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{
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Vector3[] directions =
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{
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Vector3.forward,
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Vector3.back,
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Vector3.right,
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Vector3.left,
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(Vector3.forward + Vector3.right).normalized,
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(Vector3.forward + Vector3.left).normalized,
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(Vector3.back + Vector3.right).normalized,
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(Vector3.back + Vector3.left).normalized
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};
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FishingCastInput baseInput = new FishingCastInput
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{
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power = 1f,
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lureWeight = 2f,
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windStrength = 6f, // 风力大小
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spiralAngularSpeed = 15
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};
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Vector3 startPos = cameraTransform.position;
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Vector3 throwDir = cameraTransform.forward.normalized;
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baseInput.windDirection = directions[_windIndex]; //directions[_windIndex]; (-transform.forward).normalized;
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_trajectory = CalculateTrajectory(baseInput, startPos, throwDir);
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_windIndex++;
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if (_windIndex >= directions.Length)
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{
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_windIndex = 0;
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}
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var length = CalculateTrajectoryLength(_trajectory);
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var distance = CalculateHorizontalDistance(_trajectory);
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Debug.LogError($"轨迹点位数={_trajectory.Count} length={length} distance={distance}");
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SceneSettings.Instance.LineRenderer.startWidth = 0.1f;
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SceneSettings.Instance.LineRenderer.endWidth = 0.1f;
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SceneSettings.Instance.LineRenderer.positionCount = _trajectory.Count;
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SceneSettings.Instance.LineRenderer.useWorldSpace = true;
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SceneSettings.Instance.LineRenderer.SetPositions(_trajectory.ToArray());
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return _trajectory;
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}
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/// <summary>
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/// 计算轨迹总长度(线的实际长度)
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/// </summary>
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public float CalculateTrajectoryLength(List<Vector3> trajectory)
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{
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if (trajectory == null || trajectory.Count < 2)
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return 0f;
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float totalLength = 0f;
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for (int i = 1; i < trajectory.Count; i++)
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{
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totalLength += Vector3.Distance(trajectory[i - 1], trajectory[i]);
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}
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return totalLength;
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}
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/// <summary>
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/// 计算水平距离(XZ平面上的直线距离)
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/// </summary>
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public float CalculateHorizontalDistance(List<Vector3> trajectory)
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{
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if (trajectory == null || trajectory.Count == 0)
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return 0f;
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Vector3 startPoint = trajectory[0];
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Vector3 endPoint = trajectory[trajectory.Count - 1];
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// 将Y坐标设为相同(地面高度)
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startPoint.y = 0;
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endPoint.y = 0;
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return Vector3.Distance(startPoint, endPoint);
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}
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private void OnDrawGizmos()
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{
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if (_trajectory == null) return;
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Gizmos.color = Color.cyan;
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for (int i = 0; i < _trajectory.Count - 1; i++)
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{
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Gizmos.DrawLine(_trajectory[i], _trajectory[i + 1]);
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}
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if (_trajectory.Count > 0)
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{
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Gizmos.color = Color.green;
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Gizmos.DrawSphere(_trajectory[0], 0.1f);
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Gizmos.color = Color.red;
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Gizmos.DrawSphere(_trajectory[_trajectory.Count - 1], 0.1f);
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for (int i = 1; i < _trajectory.Count; i += 10)
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{
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Gizmos.color = Color.Lerp(Color.green, Color.red, i / (float)_trajectory.Count);
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Gizmos.DrawSphere(_trajectory[i], 0.05f);
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}
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}
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}
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}
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public static class PhysicsHelper
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{
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public const float AirDensity = 1.225f;
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}
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} |