Unity 软性管的实现

概述

因近期项目有要求使用到水管这种软性管的模拟,该篇主要说明软管的实现和应用,参考自:unity3D---实现柔软水管(蛇的移动)效果一(无重力)_unity 软管_ayouayouwei的博客-CSDN博客

效果

 实现代码

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;

public class HoseScript : MonoBehaviour
{
    [Header("起点位置")]
    public Vector3 StartPos = new Vector3(0, 0, 0);

    [Header("目标物体-终点物体")]
    public GameObject role;
    public List<Segment2> segments;

    [Header("长度(0-1)")]
    public float Length;
    [Header("宽度(0-1)")]
    public Vector3 Size;
    [Header("曲率(20-100)")]
    public float Step;


    void Start()
    {

        segments = new List<Segment2>();

        for (int i = 0; i < Step; i++)
        {
            if (i == 0)
            {
                var seg = new Segment2(new Vector3(0, 1, 0.5f), Length, 0, 0, transform, Size);
                segments.Add(seg);
                seg.Set();
            }
            else
            {
                Segment2 seg = new Segment2(segments[i - 1], Length, 0, 0, transform, Size);
                segments.Add(seg);
                seg.Set();
            }
        }
    }

    private void Update()
    {
        OnPeopleRun();
    }

    public void OnPeopleRun()
    {
        for (int i = segments.Count - 1; i >= 0; i--)
        {
            if (i == segments.Count - 1)
            {
                segments[i].Follow(role.transform.position);
            }
            else
            {
                segments[i].Follow(segments[i + 1].a);
            }
            segments[i].update();
        }

        segments[0].SetA(StartPos);


        for (int i = 1; i < segments.Count; i++)
        {
            segments[i].SetA(segments[i - 1].b);

        }
    }
}

//用于处理每一段
public class Segment2
{
    public Vector3 a;         //起点
    public Vector3 b;         //终点
    public float len;           //长度
    public float angle1;        //向量b-a  在xoz面的投影,与x轴的夹角
    public float angle2;        //向量b-a 与y轴的夹角
    public GameObject sphere;   //关节处添加一个球体
    public GameObject sylinder = null;   //每一段用一个圆柱体来连接
    public Transform _par;
    public Vector3 size;

    public Segment2(Segment2 parent_, float len_, float angle1_, float angle2_, Transform par,Vector3 _size)
    {
        a = new Vector3(parent_.b.x, parent_.b.y, parent_.b.z);
        len = len_;
        angle1 = angle1_;
        angle2 = angle2_;
        _par = par;
        size = _size;
        calculateB();
        sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
        sphere.transform.parent = _par;
        sphere.transform.position = a;
        sphere.transform.localScale = _size;
        sphere.GetComponent<SphereCollider>().enabled = false;
        DrawLine();
    }
    public Segment2(Vector3 vector3, float len_, float angle1_, float angle2_, Transform par, Vector3 _size)
    {
        a = vector3;
        len = len_;
        angle1 = angle1_;
        angle2 = angle2_;
        _par = par;
        size = _size;
        calculateB();
        sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
        sphere.transform.parent = _par;
        sphere.transform.localPosition = a;
        sphere.transform.localScale = _size;
        sphere.GetComponent<SphereCollider>().enabled = false;
        DrawLine();
    }
    public void calculateB()
    {
        float dy = len * Mathf.Cos(angle2);
        float dx = len * Mathf.Sin(angle2) * Mathf.Cos(angle1);
        float dz = len * Mathf.Sin(angle2) * Mathf.Sin(angle1);
        b = new Vector3(a.x + dx, a.y + dy, a.z + dz);

    }
    //目标位置pos,根据目标位置确定a的位置
    public void Follow(Vector3 pos)
    {
        Vector3 dir = pos - a; //单位向量

        angle1 = Mathf.Atan2(dir.z, dir.x);
        angle2 = Mathf.Atan2(Mathf.Sqrt(dir.x * dir.x + dir.z * dir.z), dir.y);
        dir = Vector3.Normalize(dir);
        dir = dir * len * (-1f);
        a = pos + new Vector3(dir.x, dir.y, dir.z);

    }

    public void SetA(Vector3 a_)
    {
        a = a_;
        update();
    }
    public void update()
    {
        calculateB();
        sphere.transform.position = a;
        DrawLine();
    }

    //根据起点和终点来确定圆柱体的位置和旋转角度
    public void DrawLine()
    {
        if (sylinder == null)
        {
            sylinder = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
            sylinder.transform.parent = _par;
        }
        Vector3 position = (b + a) / 2.0f;
        Vector3 rotation = b - a;
        float length = Vector3.Distance(a, b) / 2;
        sylinder.transform.position = position;
        sylinder.transform.localRotation = Quaternion.FromToRotation(Vector3.up, rotation);
        //sylinder.transform.localScale = new Vector3(1, length, 1);

    }

    public void Set()
    {
        sylinder.transform.localScale = size;
        sylinder.GetComponent<CapsuleCollider>().enabled = false;
    }

}

1.在Unity中创建一个空物体,挂载HoseScript.cs脚本

2.创建一个基础物体,将基础物体赋值到HoseScript.cs的Role参数上

 运行后在Scene视图下拖拽Role即可看到实现效果,具体实现思路可参考文中第一段的原创链接,本篇只是根据原创进行二次整合后的使用层讲解。

 改进版实现代码(管道透明)

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;

public class HoseScript : MonoBehaviour
{
    [Header("起点位置")]
    public Vector3 StartPos = new Vector3(0, 0, 0);

    [Header("目标物体-终点物体")]
    public GameObject role;
    public List<Segment2> segments;

    [Header("长度(0-1)")]
    public float Length;
    [Header("宽度(0-1)")]
    public Vector3 Size;
    [Header("曲率(20-100)")]
    public float Step;
    [Header("管道材质")]
    public Material MatNone;
    [Header("管道间隔材质(全透明)")]
    public Material MatTran;


    void Start()
    {

        segments = new List<Segment2>();

        for (int i = 0; i < Step; i++)
        {
            if (i == 0)
            {
                var seg = new Segment2(new Vector3(0, 1, 0.5f), Length, 0, 0, transform, Size, MatTran, MatNone);
                segments.Add(seg);
                seg.Set();
            }
            else
            {
                Segment2 seg = new Segment2(segments[i - 1], Length, 0, 0, transform, Size, MatTran, MatNone);
                segments.Add(seg);
                seg.Set();
            }
        }
    }

    private void Update()
    {
        OnPeopleRun();
    }

    public void OnPeopleRun()
    {
        for (int i = segments.Count - 1; i >= 0; i--)
        {
            if (i == segments.Count - 1)
            {
                segments[i].Follow(role.transform.position);
            }
            else
            {
                segments[i].Follow(segments[i + 1].a);
            }
            segments[i].update();
        }

        segments[0].SetA(StartPos);


        for (int i = 1; i < segments.Count; i++)
        {
            segments[i].SetA(segments[i - 1].b);

        }
    }
}


public class Segment2
{
    public Vector3 a;         //起点
    public Vector3 b;         //终点
    public float len;           //长度
    public float angle1;        //向量b-a  在xoz面的投影,与x轴的夹角
    public float angle2;        //向量b-a 与y轴的夹角
    public GameObject sphere;   //关节处添加一个球体
    public GameObject sylinder = null;   //每一段用一个圆柱体来连接
    public Transform _par;
    public Vector3 size;
    public Material matNone;
    public Material matTran;

    public Segment2(Segment2 parent_, float len_, float angle1_, float angle2_, Transform par, Vector3 _size, Material _matTran, Material _matNone)
    {
        a = new Vector3(parent_.b.x, parent_.b.y, parent_.b.z);
        len = len_;
        angle1 = angle1_;
        angle2 = angle2_;
        _par = par;
        size = _size;
        matTran = _matTran;
        matNone = _matNone;
        calculateB();
        sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
        sphere.transform.parent = _par;
        sphere.transform.position = a;
        sphere.transform.localScale = _size;
        sphere.GetComponent<SphereCollider>().enabled = false;
        sphere.GetComponent<MeshRenderer>().material = matTran;
        DrawLine();
    }
    public Segment2(Vector3 vector3, float len_, float angle1_, float angle2_, Transform par, Vector3 _size, Material _matTran, Material _matNone)
    {
        a = vector3;
        len = len_;
        angle1 = angle1_;
        angle2 = angle2_;
        _par = par;
        size = _size;
        matTran = _matTran;
        matNone = _matNone;
        calculateB();
        sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
        sphere.transform.parent = _par;
        sphere.transform.localPosition = a;
        sphere.transform.localScale = _size;
        sphere.GetComponent<SphereCollider>().enabled = false;
        sphere.GetComponent<MeshRenderer>().material = matTran;
        DrawLine();
    }
    public void calculateB()
    {
        float dy = len * Mathf.Cos(angle2);
        float dx = len * Mathf.Sin(angle2) * Mathf.Cos(angle1);
        float dz = len * Mathf.Sin(angle2) * Mathf.Sin(angle1);
        b = new Vector3(a.x + dx, a.y + dy, a.z + dz);

    }
    //目标位置pos,根据目标位置确定a的位置
    public void Follow(Vector3 pos)
    {
        Vector3 dir = pos - a; //单位向量

        angle1 = Mathf.Atan2(dir.z, dir.x);
        angle2 = Mathf.Atan2(Mathf.Sqrt(dir.x * dir.x + dir.z * dir.z), dir.y);
        dir = Vector3.Normalize(dir);
        dir = dir * len * (-1f);
        a = pos + new Vector3(dir.x, dir.y, dir.z);

    }

    public void SetA(Vector3 a_)
    {
        a = a_;
        update();
    }
    public void update()
    {
        calculateB();
        sphere.transform.position = a;
        DrawLine();
    }

    //根据起点和终点来确定圆柱体的位置和旋转角度
    public void DrawLine()
    {
        if (sylinder == null)
        {
            sylinder = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
            sylinder.transform.parent = _par;
        }
        Vector3 position = (b + a) / 2.0f;
        Vector3 rotation = b - a;
        float length = Vector3.Distance(a, b) / 2;
        sylinder.transform.position = position;
        sylinder.transform.localRotation = Quaternion.FromToRotation(Vector3.up, rotation);
        //sylinder.transform.localScale = new Vector3(1, length, 1);

    }

    public void Set()
    {
        sylinder.transform.localScale = size;
        sylinder.GetComponent<CapsuleCollider>().enabled = false;

        sylinder.GetComponent<MeshRenderer>().material = matNone;
    }

}

就是新增了两个参数,新建两个透明材质球赋值上就好啦~

整合了Demo样例只要一点点积分,如果没有积分也可私聊我免费获取(如果你没有关闭拒收陌生人消息的话我是没有办法给你回复消息的,或者关注我也可以哈)

Unity软性管的实现资源-CSDN文库

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