Parabola3DPath.cs 3.2 KB

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  1. using Fort23.Core;
  2. using UnityEngine;
  3. namespace Core.Utility
  4. {
  5. public class Parabola3DPath : CObject
  6. {
  7. public Vector3 startPos;
  8. public Vector3 targetPos;
  9. public float gravity = 9.8f;
  10. public Vector3 initialVelocity; // 物体的初始速度
  11. public float totalFlightTime;
  12. public float addY;
  13. public Parabola3DPath()
  14. {
  15. }
  16. public Parabola3DPath(Vector3 startPos, Vector3 targetPos)
  17. {
  18. SetPos(startPos, targetPos);
  19. }
  20. public void SetPos(Vector3 startPos, Vector3 targetPos)
  21. {
  22. this.startPos = startPos;
  23. this.targetPos = targetPos;
  24. CalculateInitialVelocity();
  25. }
  26. // 计算发射物体的初始速度和飞行时间
  27. void CalculateInitialVelocity()
  28. {
  29. Vector3 startPosition = startPos;
  30. Vector3 targetPosition = targetPos;
  31. // 计算目标的水平距离和垂直高度差
  32. float deltaX = targetPosition.x - startPosition.x;
  33. float deltaY = targetPosition.y - startPosition.y;
  34. float deltaZ = targetPosition.z - startPosition.z;
  35. // 计算水平距离(包括 X 和 Z 轴)
  36. float horizontalDistance = Mathf.Sqrt(deltaX * deltaX + deltaZ * deltaZ);
  37. // 计算飞行所需的时间
  38. totalFlightTime = CalculateFlightTime(horizontalDistance+addY, deltaY);
  39. // 计算发射的初速度
  40. initialVelocity = CalculateInitialVelocityVector(deltaX, deltaZ, deltaY, totalFlightTime);
  41. }
  42. // 计算飞行时间
  43. float CalculateFlightTime(float horizontalDistance, float deltaY)
  44. {
  45. // 使用物理公式来计算飞行时间:竖直分量的运动方程
  46. // time = sqrt(2 * (deltaY + horizontalDistance * tan(45))) / gravity
  47. float time = Mathf.Sqrt((2 * (deltaY + horizontalDistance * Mathf.Tan(Mathf.Deg2Rad * 45f))) / gravity);
  48. return time;
  49. }
  50. // 计算初速度向量
  51. Vector3 CalculateInitialVelocityVector(float deltaX, float deltaZ, float deltaY, float timeToTarget)
  52. {
  53. // 计算水平速度分量
  54. float v_x = deltaX / timeToTarget; // X轴速度
  55. float v_z = deltaZ / timeToTarget; // Z轴速度
  56. // 垂直速度
  57. float v_y = (deltaY + 0.5f * gravity * timeToTarget * timeToTarget) / timeToTarget;
  58. // 初速度向量
  59. Vector3 velocity = new Vector3(v_x, v_y, v_z);
  60. return velocity;
  61. }
  62. public Vector3 GetPositionAtTime(float t)
  63. {
  64. if (t > totalFlightTime)
  65. {
  66. t = totalFlightTime;
  67. }
  68. // 计算每个轴的位移
  69. float deltaX = initialVelocity.x * t;
  70. float deltaY = initialVelocity.y * t - 0.5f * gravity * t * t;
  71. float deltaZ = initialVelocity.z * t;
  72. // 返回当前位置
  73. return new Vector3(startPos.x + deltaX, startPos.y + deltaY, startPos.z + deltaZ);
  74. }
  75. public override void ActiveObj()
  76. {
  77. }
  78. public override void DormancyObj()
  79. {
  80. }
  81. }
  82. }