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Fishing2NetTest/Assets/Scripts/Test/CapsuleBuoyancyStable.cs
2026-03-05 18:07:55 +08:00

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using System;
using Gaia;
using UnityEngine;
using WaveHarmonic.Crest;
[DisallowMultipleComponent]
[RequireComponent(typeof(Rigidbody), typeof(CapsuleCollider))]
public class CapsuleBuoyancyStable : MonoBehaviour
{
[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;
#region Crest5相关信息
public Transform Water;
private WaterRenderer _waterRenderer;
[Tooltip("要瞄准哪一层水的碰撞层。")] [SerializeField]
CollisionLayer _Layer = CollisionLayer.AfterAnimatedWaves;
[Header("波响应")] [Tooltip("用于物理计算的物体宽度。\n\n此值越大波响应的滤波效果和平滑程度就越高。如果无法对较大波长进行滤波则应增加 LOD 级别。")] [SerializeField]
float _ObjectWidth = 3f;
readonly SampleFlowHelper _SampleFlowHelper = new();
/// <summary>
/// 查询水面信息点位
/// </summary>
Vector3[] _QueryPoints;
Vector3[] _QueryResultDisplacements;
Vector3[] _QueryResultVelocities;
Vector3[] _QueryResultNormal;
#endregion
[Header("Debug")] public bool drawDebug = false;
Rigidbody _rb;
CapsuleCollider _cap;
float _baseDrag, _baseAngularDrag;
void Awake()
{
_rb = GetComponent<Rigidbody>();
_cap = GetComponent<CapsuleCollider>();
_baseDrag = _rb.linearDamping;
_baseAngularDrag = _rb.angularDamping;
}
private void Start()
{
int length = Mathf.Max(3, samplePoints);
_QueryPoints = new Vector3[length];
_QueryResultDisplacements = new Vector3[length];
_QueryResultVelocities = new Vector3[length];
_QueryResultNormal = new Vector3[length];
if(Water)
_waterRenderer = Water.GetComponent<WaterRenderer>();
}
void FixedUpdate()
{
if (Water)
{
}
if (!_waterRenderer)
{
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 < _QueryPoints.Length; i++)
{
float t = (float)i / (n - 1);
Vector3 p = Vector3.Lerp(a, b, t);
_QueryPoints[i] = p;
}
// 查询
var collisions = _waterRenderer.AnimatedWavesLod.Provider;
collisions.Query(GetHashCode(), _ObjectWidth, _QueryPoints, _QueryResultDisplacements,
_QueryResultNormal, _QueryResultVelocities, _Layer);
for (int i = 0; i < n; i++)
{
float t = (float)i / (n - 1);
Vector3 p = Vector3.Lerp(a, b, t);
float waterH =
_QueryResultDisplacements[i].y + _waterRenderer.SeaLevel; //GaiaConstants.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 = GaiaConstants.Water.GetWaterVelocity(p);
Vector3 waterVel = _QueryResultVelocities[i];
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.linearDamping = _baseDrag + extraDragInWater * subAvg;
_rb.angularDamping = _baseAngularDrag + extraAngularDragInWater * subAvg;
}
else
{
_rb.linearDamping = _baseDrag;
_rb.angularDamping = _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;
}
private void OnDrawGizmosSelected()
{
if (drawDebug)
{
// 绘制 Rigidbody 的重心点位
Vector3 centerOfMassWorld = transform.TransformPoint(_rb != null ? _rb.centerOfMass : Vector3.zero);
Gizmos.color = Color.cyan;
Gizmos.DrawSphere(centerOfMassWorld, 0.1f);
Gizmos.DrawLine(centerOfMassWorld, centerOfMassWorld + Vector3.up * 0.5f);
}
}
}