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Fishing2/Assets/Doc/浮漂.md
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你这个现象(**两个角度来回切换/来回摆**)基本就是“**力矩过冲 + 阻尼施加方式不对**”导致的。
我上一版里最明显的问题是:
* **角阻尼 `AddTorque(-angularVelocity * …)` 被我放在每个采样点里执行了 n 次**
→ 等于角阻尼被放大了 n 倍,而且随着浸没点数/深度变化,阻尼强度也在跳,容易出现“卡在两边来回抽”的感觉。
* 浮力点离散 + 过强阻尼/过强浮力,很容易出现**过冲**,然后再被反向力矩拉回 → 看起来像两个角度之间来回切。
下面我给你一个更稳的版本:
**浮力仍然按多点 AddForceAtPosition**(保证重心/姿态能自然翻正)
**角阻尼只加一次**(按总体浸没程度加)
✅ 线性阻尼也更合理(仍然只阻尼“上浮方向分量”,但强度不乱跳)
✅ 增加一个可选的 **“姿态稳定器 Upright Spring”**(很适合浮漂:会更快从躺漂回到竖漂,但不会锁死角度)
---
## CapsuleBuoyancyStable.cs更稳定版
```csharp
using UnityEngine;
public interface IWaterProvider
{
float GetWaterHeight(Vector3 worldPos);
Vector3 GetWaterNormal(Vector3 worldPos);
Vector3 GetWaterVelocity(Vector3 worldPos);
}
[DisallowMultipleComponent]
[RequireComponent(typeof(Rigidbody), typeof(CapsuleCollider))]
public class CapsuleBuoyancyStable : MonoBehaviour
{
[Header("References")]
public MonoBehaviour WaterBehaviour; // 实现 IWaterProvider
private IWaterProvider Water => WaterBehaviour as IWaterProvider;
[Header("Buoyancy")]
[Tooltip("完全浸没时总浮力 = mass*g*buoyancyScale。>1 更浮。")]
public float buoyancyScale = 1.6f;
[Tooltip("沿胶囊轴向采样点数量(建议 7~11。")]
[Range(3, 15)] public int samplePoints = 9;
[Tooltip("浸没比例曲线0=刚碰水, 1=充分在水下)。")]
public AnimationCurve submergenceCurve = AnimationCurve.Linear(0, 0, 1, 1);
[Header("Damping")]
[Tooltip("上浮方向速度阻尼(越大越不弹)。")]
public float verticalDamping = 3.0f;
[Tooltip("整体角速度阻尼(只施加一次,不要太大)。")]
public float angularDamping = 0.6f;
[Header("Optional Upright Stabilizer (Recommended for bobber)")]
[Tooltip("让胶囊轴向更倾向于对齐世界Up。0=关闭。")]
public float uprightSpring = 0.0f;
[Tooltip("upright 的角速度阻尼。")]
public float uprightDamping = 0.5f;
[Tooltip("胶囊轴向0=X,1=Y,2=Z通常 CapsuleCollider.direction 也一样)。")]
public int uprightAxis = 1;
[Header("Water Drag")]
public float extraDragInWater = 0.8f;
public float extraAngularDragInWater = 0.8f;
[Header("Debug")]
public bool drawDebug = false;
Rigidbody _rb;
CapsuleCollider _cap;
float _baseDrag, _baseAngularDrag;
void Awake()
{
_rb = GetComponent<Rigidbody>();
_cap = GetComponent<CapsuleCollider>();
_baseDrag = _rb.drag;
_baseAngularDrag = _rb.angularDrag;
if (WaterBehaviour != null && Water == null)
Debug.LogError($"{name}: WaterBehaviour 没有实现 IWaterProvider。", this);
}
void FixedUpdate()
{
if (Water == null) return;
GetWorldCapsule(out Vector3 a, out Vector3 b, out float radius);
int n = Mathf.Max(3, samplePoints);
float fullBuoyancy = _rb.mass * Physics.gravity.magnitude * buoyancyScale;
float perPointMax = fullBuoyancy / n;
float subSum = 0f;
int wetCount = 0;
for (int i = 0; i < n; i++)
{
float t = (float)i / (n - 1);
Vector3 p = Vector3.Lerp(a, b, t);
float waterH = Water.GetWaterHeight(p);
float depth = waterH - p.y; // >0 在水下
float sub = Mathf.InverseLerp(-radius, radius, depth); // 0..1
if (sub <= 0f) continue;
sub = Mathf.Clamp01(submergenceCurve.Evaluate(sub));
subSum += sub;
wetCount++;
Vector3 buoyDir = Vector3.up;
Vector3 waterVel = Water.GetWaterVelocity(p);
Vector3 pointVel = _rb.GetPointVelocity(p);
Vector3 relVel = pointVel - waterVel;
// 浮力
Vector3 buoyForce = buoyDir * (perPointMax * sub);
// 只阻尼上浮方向速度分量(防弹跳)
float vUp = Vector3.Dot(relVel, buoyDir);
Vector3 dampForce = -buoyDir * (vUp * verticalDamping * _rb.mass * sub);
_rb.AddForceAtPosition(buoyForce + dampForce, p, ForceMode.Force);
if (drawDebug)
{
Debug.DrawLine(p, p + buoyForce / (_rb.mass * 10f), Color.cyan, 0f, false);
Debug.DrawLine(p, p + dampForce / (_rb.mass * 10f), Color.yellow, 0f, false);
}
}
float subAvg = (wetCount > 0) ? (subSum / wetCount) : 0f;
// 角阻尼:只加一次(关键修复点)
if (subAvg > 0f)
{
_rb.AddTorque(-_rb.angularVelocity * (angularDamping * _rb.mass * subAvg), ForceMode.Force);
}
// 可选upright 稳定器(更像“浮漂自动立起来”)
if (subAvg > 0f && uprightSpring > 0f)
{
Vector3 axisWorld = GetAxisWorld(uprightAxis);
Vector3 targetUp = Vector3.up;
// 误差轴axisWorld 需要对齐 targetUp也可反过来按你浮漂模型选
Vector3 errorAxis = Vector3.Cross(axisWorld, targetUp);
float errorMag = errorAxis.magnitude;
if (errorMag > 1e-6f)
{
errorAxis /= errorMag;
// “弹簧”力矩 + 阻尼(防止在两个角度间抽动)
Vector3 springTorque = errorAxis * (uprightSpring * errorMag * _rb.mass);
Vector3 dampTorque = -_rb.angularVelocity * (uprightDamping * _rb.mass);
_rb.AddTorque((springTorque + dampTorque) * subAvg, ForceMode.Force);
}
}
// 入水整体 drag
if (subAvg > 0.001f)
{
_rb.drag = _baseDrag + extraDragInWater * subAvg;
_rb.angularDrag = _baseAngularDrag + extraAngularDragInWater * subAvg;
}
else
{
_rb.drag = _baseDrag;
_rb.angularDrag = _baseAngularDrag;
}
}
Vector3 GetAxisWorld(int axis)
{
return axis switch
{
0 => transform.right,
2 => transform.forward,
_ => transform.up,
};
}
void GetWorldCapsule(out Vector3 a, out Vector3 b, out float radius)
{
Vector3 lossy = transform.lossyScale;
int dir = _cap.direction; // 0=X,1=Y,2=Z
float scaleAlong = (dir == 0) ? Mathf.Abs(lossy.x) : (dir == 1) ? Mathf.Abs(lossy.y) : Mathf.Abs(lossy.z);
float scaleR;
if (dir == 0) scaleR = Mathf.Max(Mathf.Abs(lossy.y), Mathf.Abs(lossy.z));
else if (dir == 1) scaleR = Mathf.Max(Mathf.Abs(lossy.x), Mathf.Abs(lossy.z));
else scaleR = Mathf.Max(Mathf.Abs(lossy.x), Mathf.Abs(lossy.y));
radius = _cap.radius * scaleR;
Vector3 center = transform.TransformPoint(_cap.center);
Vector3 axisWorld = (dir == 0) ? transform.right : (dir == 1) ? transform.up : transform.forward;
float heightWorld = Mathf.Max(0f, _cap.height * scaleAlong);
float cylinderLen = Mathf.Max(0f, heightWorld - 2f * radius);
Vector3 half = axisWorld * (cylinderLen * 0.5f);
a = center - half;
b = center + half;
}
}
```
---
## 你该怎么调(针对“两个角度来回变”)
先用这组“稳的起步值”:
* `samplePoints = 9`
* `buoyancyScale = 1.4 ~ 2.2`
* `verticalDamping = 2.0 ~ 6.0`(弹跳就加)
* `angularDamping = 0.3 ~ 1.0`(摆动就加,但别太大)
* 如果你是浮漂想要“自动立漂”:
* `uprightSpring = 0.5 ~ 3.0`
* `uprightDamping = 0.3 ~ 1.5`
---
## 额外一句:为什么 upright 会明显改善“两个角度抽动”
纯“浮力点分布”产生的扶正力矩在水面附近会很敏感(浸没量一点点变化就翻转力矩方向),尤其你做的是**超小物体**数值抖动更明显。upright 相当于给了一个“低频、连续”的姿态回正控制,配合阻尼,就不会在两个角度之间来回抽。
如果你把你当前浮漂的 **CapsuleCollider 参数height/radius/center/direction+ Rigidbody mass + drag/angularDrag + 模型 pivot 在哪** 发我,我可以直接按你的尺度给一套“几乎不用调”的默认参数(针对 0.01 级尺寸那种)。