312 lines
12 KiB
C#
312 lines
12 KiB
C#
using System.Collections.Generic;
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using NBC;
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using UnityEngine;
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namespace NBF
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{
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[System.Serializable]
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public struct FishingLureCastInput
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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(0.1f, 1f)] public float lineDiameter; // 单位:毫米,0.1mm ~ 1mm
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}
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/// <summary>
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/// 路亚抛竿轨迹动画
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/// </summary>
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public class LureThrowAnim : NTask
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{
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private FPlayer _player;
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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 = 0.2f;
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[Tooltip("迎风面积,0.005m² ≈ 5cm²")] public float lureArea = 0.001f;
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private FWaterDisplacement _lureHookWaterDisplacement;
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private List<Vector3> _trajectory;
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public float totalDuration = 1.5f; // 总飞行时间
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public float arriveThreshold = 0.01f;
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private float elapsedTime = 0f;
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private bool isMoving = false;
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private Vector3 startOffset = Vector3.zero;
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private Transform _transform;
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public float CurrentDistanceTraveled { get; private set; } = 0f;
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private float _throwStartLineLenght = 0f;
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public LureThrowAnim(FPlayer player)
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{
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_player = player;
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}
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protected override void OnStart()
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{
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_throwStartLineLenght = _player.Data.lineLength;
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_lureHookWaterDisplacement = _player.Gears.Rod.LureHookWaterDisplacement;
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float angle = 25f;
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float radians = angle * Mathf.Deg2Rad;
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Vector3 forwardUp = _player.transform.forward * Mathf.Cos(radians) +
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_player.transform.up * Mathf.Sin(radians);
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// // 施加力
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// lureHookWaterDisplacement.rigidbody.AddForce(forwardUpDirection * 500, ForceMode.Impulse);
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_transform = _lureHookWaterDisplacement.transform;
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_lureHookWaterDisplacement.rigidbody.isKinematic = true;
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_lureHookWaterDisplacement.rigidbody.useGravity = false;
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FishingLureCastInput baseInput = new FishingLureCastInput
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{
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power = 1f,
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lureWeight = 2.2f,
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windStrength = 0f, // 风力大小
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lineDiameter = 0.14f
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};
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Vector3 startPos = _player.transform.position + Vector3.up * 2.5f;
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// Vector3 startPos = _player.Gears.Rod.rodAsset.lineConnector.position;
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Vector3 throwDir = forwardUp.normalized;
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var trajectory = CalculateTrajectory(baseInput, startPos, throwDir);
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_trajectory = trajectory;
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_trajectory = SimplifyTrajectoryRDP(trajectory, 0.1f);
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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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elapsedTime = 0f;
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isMoving = true;
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CurrentDistanceTraveled = 0f;
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// 如果不在起点,先移动过去
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if ((_transform.position - _trajectory[0]).magnitude > arriveThreshold)
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{
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startOffset = _trajectory[0] - _transform.position;
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}
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else
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{
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startOffset = Vector3.zero;
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}
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}
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protected override NTaskStatus OnProcess()
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{
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OnMove();
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return base.OnProcess();
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}
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private void MoveDone()
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{
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var rb = _lureHookWaterDisplacement.rigidbody;
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// 强制同步位置和朝向
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rb.position = rb.transform.position;
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rb.rotation = rb.transform.rotation;
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rb.isKinematic = false;
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// 停止物理残留影响
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rb.linearVelocity = Vector3.zero;
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rb.angularVelocity = Vector3.zero;
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rb.useGravity = true;
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Finish();
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}
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private void OnMove()
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{
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if (!isMoving || _trajectory == null || _trajectory.Count < 2) return;
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// Debug.LogError("OnMove");
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// 初始补位阶段(瞬移或平滑补过去)
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if (startOffset.magnitude > arriveThreshold)
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{
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float moveSpeed = startOffset.magnitude / 0.1f;
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Vector3 move = startOffset.normalized * moveSpeed * Time.deltaTime;
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if (move.magnitude >= startOffset.magnitude)
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{
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_transform.position = _trajectory[0];
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startOffset = Vector3.zero;
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}
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else
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{
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_transform.position += move;
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startOffset -= move;
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}
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return;
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}
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elapsedTime += Time.deltaTime;
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float t = Mathf.Clamp01(elapsedTime / totalDuration);
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// 插值路径
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int segmentCount = _trajectory.Count - 1;
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float totalSegmentLength = segmentCount;
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float pathT = t * totalSegmentLength;
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int index = Mathf.FloorToInt(pathT);
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if (index >= _trajectory.Count - 1)
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{
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_transform.position = _trajectory[^1];
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isMoving = false;
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CurrentDistanceTraveled = CalculateTotalDistance(_trajectory);
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MoveDone();
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return;
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}
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float localT = pathT - index;
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Vector3 p0 = _trajectory[index];
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Vector3 p1 = _trajectory[index + 1];
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_transform.position = Vector3.Lerp(p0, p1, localT);
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var distance = Vector3.Distance(_lureHookWaterDisplacement.transform.position,
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_player.Gears.Rod.rodAsset.lineConnector.position);
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if (distance > _throwStartLineLenght)
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{
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_throwStartLineLenght = distance;
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_player.Data.lineLength = _throwStartLineLenght + 0.5f;
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}
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// _throwStartLineLenght
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}
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float CalculateTotalDistance(List<Vector3> points)
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{
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float dist = 0f;
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for (int i = 1; i < points.Count; i++)
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dist += Vector3.Distance(points[i - 1], points[i]);
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return dist;
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}
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public List<Vector3> CalculateTrajectory(FishingLureCastInput input, Vector3 startPosition,
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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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totalDuration = 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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// --- 钓线空气阻力模拟 ---
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// 假设飞行中展开的线长度近似为当前位置的XZ平面长度
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float lineLength = Vector3.Distance(new Vector3(position.x, 0, position.z),
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new Vector3(startPosition.x, 0, startPosition.z));
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float lineRadius = input.lineDiameter / 2000f; // mm转m再除以2得到半径
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// 钓线的迎风面积估算:长度 * 直径
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float lineArea = lineLength * (lineRadius * 2f); // 近似为圆柱体侧面积的一部分
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// 简化模型:线的附加空气阻力方向与当前速度方向相反
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float lineDragMag = 0.5f * PhysicsHelper.AirDensity * velocity.sqrMagnitude * dragCoefficient *
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lineArea;
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Vector3 lineDragForce = -velocity.normalized * lineDragMag;
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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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Vector3 totalForce = dragForce + lineDragForce;
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// 合力 = 重力 + 空气阻力 + 线阻力
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Vector3 acceleration = (Physics.gravity + totalForce / lureMass);
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velocity += acceleration * timeStep;
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position += velocity * timeStep;
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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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totalDuration = currentTime;
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return trajectory;
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}
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public static List<Vector3> SimplifyTrajectoryRDP(List<Vector3> points, float tolerance)
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{
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if (points == null || points.Count < 3)
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return new List<Vector3>(points);
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List<Vector3> result = new List<Vector3>();
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SimplifySection(points, 0, points.Count - 1, tolerance, result);
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result.Add(points[points.Count - 1]);
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return result;
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}
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private static void SimplifySection(List<Vector3> points, int start, int end, float tolerance,
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List<Vector3> result)
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{
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if (end <= start + 1)
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return;
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float maxDistance = -1f;
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int index = -1;
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Vector3 startPoint = points[start];
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Vector3 endPoint = points[end];
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for (int i = start + 1; i < end; i++)
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{
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float distance = PerpendicularDistance(points[i], startPoint, endPoint);
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if (distance > maxDistance)
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{
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maxDistance = distance;
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index = i;
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}
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}
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if (maxDistance > tolerance)
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{
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SimplifySection(points, start, index, tolerance, result);
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result.Add(points[index]);
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SimplifySection(points, index, end, tolerance, result);
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}
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}
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private static float PerpendicularDistance(Vector3 point, Vector3 lineStart, Vector3 lineEnd)
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{
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if (lineStart == lineEnd) return Vector3.Distance(point, lineStart);
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Vector3 projected = Vector3.Project(point - lineStart, lineEnd - lineStart);
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Vector3 closest = lineStart + projected;
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return Vector3.Distance(point, closest);
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}
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}
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} |