最近在學(xué)習(xí)VR時(shí)叶沛,看見VR手柄中繪制的拋物線。感覺對(duì)拋物線很陌生忘朝,就想抽時(shí)間學(xué)習(xí)學(xué)習(xí)恬汁,自己寫個(gè)拋物線充實(shí)一下。
效果圖:
Testgif.gif
拋物線.gif
在學(xué)的這幾天發(fā)現(xiàn)國內(nèi)的拋物線基本都是使用重力辜伟,但是在項(xiàng)目后期的細(xì)改中氓侧,會(huì)發(fā)生不可估量的事情。我個(gè)人認(rèn)為還是模擬拋物線要好些导狡。
具體的步驟:
了解使用
水平方向的速度是:v1=v0×cosθ
豎直方向的速度是:v2=v0×sinθ-gt
y=v0×t-(gt^2)/2
克隆線段约巷,坐標(biāo)信息,線段的長(zhǎng)度旱捧,線段的間距独郎。
檢測(cè)碰撞的點(diǎn)、控制線段的顯示和隱藏枚赡、繪制弧
克隆子彈,計(jì)算子彈的發(fā)射速度,子彈的朝向
點(diǎn)擊空格氓癌,初始化子彈數(shù)據(jù),子彈發(fā)射
在plyer下創(chuàng)建一個(gè)空物體為Arc贫橙;在代碼中用創(chuàng)建一個(gè)空物體再添加組件LineRenderer贪婉,同時(shí)把這些空物體存到list中。
segmentCount 線段的個(gè)數(shù)
LineRendererList 為L(zhǎng)ineRenderer類型
segmentwidth 設(shè)置的是0.01f
public void CreateArc()
{
for (int i = 0; i < segmentCount; i++)
{
GameObject cl = new GameObject("Arc_" + i);
cl.transform.SetParent(player.transform.Find("Arc"));
LineRendererList.Add(cl.AddComponent<LineRenderer>());
LineRendererList[i].startWidth = segmentwidth;
LineRendererList[i].endWidth = segmentwidth;
LineRendererList[i].material = LineMaterial;
LineRendererList[i].shadowCastingMode = ShadowCastingMode.Off;
LineRendererList[i].receiveShadows = false;
LineRendererList[i].lightProbeUsage = LightProbeUsage.Off;
LineRendererList[i].reflectionProbeUsage = ReflectionProbeUsage.Off;
LineRendererList[i].enabled = false;
}
}
獲取在每個(gè)時(shí)間時(shí)卢肃,弧線的位置
IsUseGravity 是bool類型
使用公式:y=v0×t-(gt^2)/2
v0是我們手動(dòng)定義的速度疲迂,
public Vector3 GetTimePosition(float time)
{
Vector3 usegravity = IsUseGravity ? Physics.gravity : Vector3.zero;
Vector3 result = player.transform.position+time * arcSpeed + (0.5f * time * time) * usegravity;
return result;
}
設(shè)置線段的坐標(biāo)
public void SetPostion(int index, Vector3 StartPostion, Vector3 endPostion)
{
LineRendererList[index].enabled = true;
LineRendererList[index].SetPosition(0, StartPostion);
LineRendererList[index].SetPosition(1, endPostion);
}
每個(gè)線段的長(zhǎng)度,和線段之間的間距
float timeStep = arcDuration / segmentCount;
[Range(0, 1)] public float segmentBreak;
當(dāng)物體碰撞時(shí)返回碰撞的時(shí)間
HitLayer是地板的當(dāng)前層級(jí)
Physics.Linecast在API有解釋才顿,在兩點(diǎn)之間繪制射線,在這線段之間如有
碰撞返回為真
碰撞時(shí)間:如a到b繪制射線尤蒿,a為第一個(gè)點(diǎn)郑气,b為第二個(gè)點(diǎn)。
設(shè)置a點(diǎn)的時(shí)間是A腰池,設(shè)置b點(diǎn)的時(shí)間是B尾组。
timeStep 為A與B的時(shí)間差
AB 之間的距離為C,
碰撞點(diǎn)與A之間的距離 為D
碰撞的點(diǎn)一定是在線段之間示弓,所以時(shí)間=(D/C)*timeStep +A
public float GetHitTime(out RaycastHit hitInfo)
{
float timeStep = arcDuration / segmentCount;
float startTime_1 = 0.0f;
Vector3 startPos_1 = GetTimePosition(startTime_1);
hitInfo = new RaycastHit();
for (int i = 0; i < segmentCount; i++)
{
float endtime_1 = timeStep + startTime_1;
Vector3 endpos_1 = GetTimePosition(endtime_1);
if (Physics.Linecast(startPos_1, endpos_1, out hitInfo, HitLayer))
{
Bullseye.transform.position = hitInfo.point+Vector3.up*0.1F;
Bullseye.SetActive(true);
float distance = Vector3.Distance(startPos_1, endpos_1);
float hitdistance = hitInfo.distance;
return startTime_1 + (hitdistance / distance) * timeStep;
}
startPos_1 = endpos_1;
startTime_1 = endtime_1;
}
return float.MaxValue;
}
繪制弧線
在unity中拋物線的速度是距離讳侨,我們需要初速度=(目標(biāo)的方向*速度)
timeStep 設(shè)置一個(gè)線段的時(shí)間,segmentBreak線段之間的間距時(shí)間
private void DrawArc()
{
float timeStep = arcDuration / segmentCount;
arcSpeed = transform.forward * startVelocity;
currentTimeOffset = (Time.time - arcTimeOffset) *0.2f;
if (currentTimeOffset > (timeStep + segmentBreak))
{
currentTimeOffset = 0;
arcTimeOffset = Time.time;
}
float starttime = currentTimeOffset;
hitTime = GetHitTime(out hitInfo);
int i = 0;
for (i = 0; i < segmentCount; i++)
{
float endTime = starttime + timeStep;
Vector3 StartPos = GetTimePosition(starttime);
Vector3 Endpos = GetTimePosition(endTime);
SetPostion(i, StartPos, Endpos);
starttime += timeStep + segmentBreak;
if (starttime > hitTime)
{
break;
}
}
HideLine(i);
}
克隆子彈
bullet = GameObject.CreatePrimitive(PrimitiveType.Capsule);
子彈的發(fā)射速度
velocityX 水平的速度
velocityY 垂直速度
tanθ=對(duì)邊/臨邊
public void BulletMove()
{
float time = Time.time - currentTime;
Vector3 playerXZ = transform.position;
playerXZ.y = 0;
velocityX = arcSpeed.magnitude;
velocityY =startVelocity * Mathf.Sin(launchAngle * Mathf.Deg2Rad) + Physics.gravity.y * time ;
Vector3 speed =transform.forward;
speed *= velocityX;
speed.y = velocityY;
bullet.transform.position += (speed) * Time.fixedDeltaTime;
Vector3 speedXZ = speed;
speedXZ.y = 0;
float tempTan = speedXZ.magnitude / speed.y;
float hu = Mathf.Atan(tempTan);
float angle = hu * Mathf.Rad2Deg;
bullet.transform.eulerAngles = new Vector3(angle, bullet.transform.eulerAngles.y, bullet.transform.eulerAngles.z);
if (Vector3.Distance(bullet.transform.position, Bullseye.transform.position) < 0.1f)
{
IsMove = !IsMove;
}
}
目的:
當(dāng)玩家移動(dòng)避乏,繪制的弧線也可以移動(dòng),子彈防止朝向不對(duì)
public void InitBullet()
{
bullet.transform.localScale = Vector3.one * 0.3f;
bullet.transform.position = player.transform.position;
bullet.transform.rotation = player.transform.rotation;
}
點(diǎn)擊空格時(shí):
要算出當(dāng)前時(shí)間
currentTime = Time.time;
初始化子彈數(shù)據(jù)
考慮當(dāng)旋轉(zhuǎn)角度>180時(shí)
if (launchAngle > 180)
{
launchAngle = 360 - launchAngle;
}
IsMove = !IsMove
ControlMove();
DrawArc();
放在FixedUpdate()
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