所谓互动草,就是角色跑动或者释放技能,能影响草的摆动方向和幅度.
前面的文章早已经实现了风吹草动的效果,迟迟没有在Unity上面做互动草,是因为以前我在端游项目做过一套太过于牛逼的方案.在CE3的互动草的基础上扩展,效果好,但技术太复杂,效率开销也特别高. 如果在手机上,就得做一套简单高效的.
实现效果:从任意方向碰一下草,草就应该来回晃动,晃动幅度逐渐减小.多次触碰,效果应该叠加.这样的话就比较真实.
实现原理:用正玄波实现草来回摆动的简谐运动,用指数衰减来模拟阻力
实现步骤:
1.每个草挂一个脚本,来处理力的效果叠加
public class Force { public float m_Time = 0; public Vector4 m_Force; public Force(Vector4 force) { m_Force = force; } } public class GrassForce : MonoBehaviour { public List<Force> m_ForceList = null; public float m_WaveFrequency = 6.0f; public float m_Resistance = 0.25f; public float m_MaxForceMagnitude = 6.0f; public float m_AddForceTimeInterval = 0.5f; public int m_MaxForceNum = 3; private float m_LastAddTime = 0; private Material material; void Start() { material = gameObject.renderer.material; } void Update() { UpdateForce(); } void OnBecameVisible() { enabled = true; } void OnBecameInvisible() { enabled = false; } public void AddForce(Vector3 force) { if (Time.time - m_LastAddTime > m_AddForceTimeInterval) { m_LastAddTime = Time.time; if (m_ForceList == null) m_ForceList = new List<Force>(); if (m_ForceList.Count < m_MaxForceNum) { Vector4 newForce = new Vector4(force.x, 0, force.z, 0); if (newForce.magnitude > m_MaxForceMagnitude) newForce = newForce.normalized * m_MaxForceMagnitude; m_ForceList.Add(new Force(newForce)); } } } private void UpdateForce() { if (m_ForceList == null) return; Vector4 accForce = Vector4.zero; for (int i = m_ForceList.Count - 1; i >= 0; --i) { if (m_ForceList[i].m_Force.magnitude > 0.1f) { // [-1, 1] 正玄波模拟简谐运动 float wave_factor = Mathf.Sin(m_ForceList[i].m_Time * m_WaveFrequency); // 力的指数衰减 float resistance_factor = easeOutExpo(1, 0, m_Resistance * Time.deltaTime); m_ForceList[i].m_Force *= resistance_factor; m_ForceList[i].m_Time += Time.deltaTime; // 累加 accForce += m_ForceList[i].m_Force * wave_factor; } else { m_ForceList.RemoveAt(i); } } if (accForce != Vector4.zero) { if (material.HasProperty("_Force")) { accForce = transform.InverseTransformVector(accForce); // 世界空间转换到模型本地空间 material.SetVector("_Force", accForce); } } } public float easeOutExpo(float start, float end, float value) { end -= start; return end * (-Mathf.Pow(2, -10 * value) + 1) + start; } }2.如何确定哪些草受到影响,以及受力的方向?
public static void AddForceToGrass(int forceId, Transform transform) { ForceTable force = ForceTableMgr.Instance.GetDataById(forceId); if (force != null) { Vector3 relativeCenter = new Vector3(force.RelativeCenterX, force.RelativeCenterY, force.RelativeCenterZ); Vector3 center = transform.TransformPoint(relativeCenter); //Vector3 size = new Vector3(force.Length, force.Height, force.Width); Vector3 size = new Vector3(force.Width, force.Height, force.Length); // 方向矩阵 Matrix4x4 m44 = Matrix4x4.TRS(Vector3.zero, Quaternion.Inverse(transform.rotation), Vector3.one); PhysicsUtil.AddForceToGrass((RangeType)force.RangeType, (ForceDirType)force.DirType, force.Strength, center, size, transform.forward, m44, force.Degree); } } private static void AddForceToGrass(RangeType type, ForceDirType dirType, float strength, Vector3 center, Vector3 size, Vector3 direction, Matrix4x4 m44, float degree = 360.0f) { if (type == RangeType.Sphere) { AddForceInSector(dirType, strength, center, size.x, direction, degree); } else if (type == RangeType.Cude) { AddForceInCube(dirType, strength, center, size, direction, m44, degree); } }
草可以看成一个点,计算和下面范围的相交.
1.圆形和扇形范围
圆形范围计算特别简单,计算距离即可.扇形范围只需要在圆形基础上再计算一次夹角即可,部分核心代码:
Vector3 dir = script.transform.position - center; if (dir.sqrMagnitude <= radius * radius) { dir.y = 0; if (Mathf.Abs(Vector3.Angle(dir, direction)) <= degree) { float factor = 0.25f + Mathf.Clamp01((radius - dir.magnitude) / radius) * 0.75f; // 衰减因子 Vector3 forceDir; if (dirType == ForceDirType.ToTarget) forceDir = dir.normalized; else forceDir = -dir.normalized; script.AddForce(forceDir * factor * strength); } }
2.矩形范围
点和任意方向的矩形的计算,这个比较难.Unity本身也没提供此类相交API.不过熟悉引擎开发的应该知道AABB和OBB吧.其实矩形范围计算,就是计算点和OBB的相交.
点和AABB的相交计算很简单,因为AABB每条边都是和坐标轴平行或者垂直的.而OBB有方向,其实只需要把点矩阵变换到OBB所在的空间,就可以用AABB的方法来计算了.
public struct AABB { public Vector3 min; public Vector3 max; public AABB(Vector3 vmin, Vector3 vmax) { min = vmin; max = vmax; } } public struct OBB { public Matrix4x4 m44; public Vector3 h; // half-length-vector public Vector3 c; // center of obb public OBB(Matrix4x4 mat44, Vector3 hlv, Vector3 center) { m44 = mat44; h = hlv; c = center; } public OBB(Matrix4x4 mat44, AABB aabb) { m44 = mat44; h = (aabb.max - aabb.min) * 0.5f; c = (aabb.max + aabb.min) * 0.5f; } } // 点和AABB的相交 public static bool Overlap_Point_AABB(Vector3 p, AABB aabb) { return ((p.x >= aabb.min.x && p.x <= aabb.max.x) && (p.y >= aabb.min.y && p.y <= aabb.max.y) && (p.z >= aabb.min.z && p.z <= aabb.max.z)); } // 点和OBB的相交 public static bool Overlap_Point_OBB(Vector3 p, Vector3 obbWorldPos, OBB obb) { AABB aabb = new AABB(obb.c - obb.h, obb.c + obb.h); Vector3 local_p = p - obbWorldPos; Vector3 t = obb.m44.MultiplyVector(local_p); return Overlap_Point_AABB(t, aabb); }记住,OBB参数设置,中心一定要在世界原点,这样才方便计算
// 包围盒中心为世界原点.便于计算. Vector3 min = - size * 0.5f; Vector3 max = size * 0.5f; AABB aabb = new AABB(min, max); OBB obb = new OBB(m44, aabb);相交和计算力方向:
if (PhysicsUtil.Overlap_Point_OBB(script.transform.position, center, obb)) { // 暂时只支持Left_Right if (dirType == ForceDirType.Left_Right) { Vector3 dir = script.transform.position - center; dir = m44.MultiplyVector(dir); dir = (dir.x < 0) ? m44.transpose.MultiplyVector(Vector3.left) : m44.transpose.MultiplyVector(Vector3.right); Vector3 force = dir.normalized * strength; script.AddForce(force); } }
效果图:
1.圆形范围,力的方向从圆心到目标,模拟气浪把把草震开.
2.矩形范围,力的方向是玩家面向的左和右.模拟剑气把草劈开的感觉.
效率优化:
1.控制互动草的数量,这种草不能合批,谨记.
2.脚本加上了OnBecameVisible,OnBecameInvisible 只让摄像机内草起作用.