Unity 求物体平均位置和刚体平均速度

Unity开发中直接使用Rigidbody.velocity属性来获取刚体的当前速度,

注意:Rigidbody.velocity 的陷阱,参考链接:【Unity】Rigidbody.velocity 的陷阱_美式咖啡的博客-CSDN博客_unity velocity

具体工具代码:

public static class VectorHelper
	{
        /// <summary>
        /// 计算平均位置
        /// </summary>
        public static Vector3 FindAveragePosition<TComponent>(TComponent[] components) where TComponent : Component
		{
			Vector3 output = Vector3.zero;
			foreach (TComponent component in components)
			{
				if (component == null)
				{
					continue;
				}
				output += component.transform.position;
			}
			return output / components.Length;
		}

        /// <summary>
        /// 计算平均速度
        /// </summary>
        public static Vector3 FindAverageVelocity<TComponent>(TComponent[] components) where TComponent : Component
		{
			Vector3 output = Vector3.zero;
			foreach (TComponent component in components)
			{
				if (component == null)
				{
					continue;
				}
				var rigidbody = component.GetComponent<Rigidbody>();
				if (rigidbody == null)
				{
					continue;
				}
				output += rigidbody.velocity;
			}
			return output / components.Length;
		}

        /// <summary>
        /// 计算平均位置
        /// </summary>
        public static Vector3 FindAveragePosition<TComponent>(List<TComponent> components) where TComponent : Component
		{
			Vector3 output = Vector3.zero;
			foreach (TComponent component in components)
			{
				if (component == null)
				{
					continue;
				}
				output += component.transform.position;
			}
			return output / components.Count;
		}

        /// <summary>
        /// 计算平均速度
        /// </summary>
        public static Vector3 FindAverageVelocity<TComponent>(List<TComponent> components) where TComponent : Component
		{
			Vector3 output = Vector3.zero;
			foreach (TComponent component in components)
			{
				if (component == null)
				{
					continue;
				}
				var rigidbody = component.GetComponent<Rigidbody>();
				if (rigidbody == null)
				{
					continue;
				}
				output += rigidbody.velocity;
			}
			return output / components.Count;
		}

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