/// <summary>
 /// Adds a force to the center of the body. The force gets applied
 /// the next time <see cref="World.Step"/> is called. The 'impact'
 /// of the force depends on the time it is applied to a body - so
 /// the timestep influences the energy added to the body.
 /// </summary>
 /// <param name="force">The force to add next <see cref="World.Step"/>.</param>
 /// <param name="pos">The position where the force is applied.</param>
 public void AddForce(FPVector force, FPVector pos)
 {
     FPVector.Add(ref this.force, ref force, out this.force);
     FPVector.Subtract(ref pos, ref this.position, out pos);
     FPVector.Cross(ref pos, ref force, out pos);
     FPVector.Add(ref pos, ref this.torque, out this.torque);
 }
Beispiel #2
0
            public void GetNormal(out FPVector normal)
            {
                FPVector sum;

                FPVector.Subtract(ref owner.points[indices.I1].position, ref owner.points[indices.I0].position, out sum);
                FPVector.Subtract(ref owner.points[indices.I2].position, ref owner.points[indices.I0].position, out normal);
                FPVector.Cross(ref sum, ref normal, out normal);
            }
        /// <summary>
        /// Solve A * x = b, where b is a column vector. This is more efficient
        /// than computing the inverse in one-shot cases.
        /// </summary>
        /// <param name="b">The b.</param>
        /// <returns></returns>
        public FPVector Solve33(FPVector b)
        {
            FP det = FPVector.Dot(ex, FPVector.Cross(ey, ez));

            if (det != 0.0f)
            {
                det = 1.0f / det;
            }

            return(new FPVector(det * FPVector.Dot(b, FPVector.Cross(ey, ez)), det * FPVector.Dot(ex, FPVector.Cross(b, ez)), det * FPVector.Dot(ex, FPVector.Cross(ey, b))));
        }
        // sort cached points so most isolated points come first
        private int SortCachedPoints(ref FPVector realRelPos1, FP pen)
        {
            //calculate 4 possible cases areas, and take biggest area
            //also need to keep 'deepest'

            int maxPenetrationIndex = -1;
            FP  maxPenetration      = pen;

            for (int i = 0; i < 4; i++)
            {
                if (contactList[i].penetration > maxPenetration)
                {
                    maxPenetrationIndex = i;
                    maxPenetration      = contactList[i].penetration;
                }
            }

            FP res0 = 0, res1 = 0, res2 = 0, res3 = 0;

            if (maxPenetrationIndex != 0)
            {
                FPVector a0; FPVector.Subtract(ref realRelPos1, ref contactList[1].relativePos1, out a0);
                FPVector b0; FPVector.Subtract(ref contactList[3].relativePos1, ref contactList[2].relativePos1, out b0);
                FPVector cross; FPVector.Cross(ref a0, ref b0, out cross);
                res0 = cross.sqrMagnitude;
            }
            if (maxPenetrationIndex != 1)
            {
                FPVector a0; FPVector.Subtract(ref realRelPos1, ref contactList[0].relativePos1, out a0);
                FPVector b0; FPVector.Subtract(ref contactList[3].relativePos1, ref contactList[2].relativePos1, out b0);
                FPVector cross; FPVector.Cross(ref a0, ref b0, out cross);
                res1 = cross.sqrMagnitude;
            }

            if (maxPenetrationIndex != 2)
            {
                FPVector a0; FPVector.Subtract(ref realRelPos1, ref contactList[0].relativePos1, out a0);
                FPVector b0; FPVector.Subtract(ref contactList[3].relativePos1, ref contactList[1].relativePos1, out b0);
                FPVector cross; FPVector.Cross(ref a0, ref b0, out cross);
                res2 = cross.sqrMagnitude;
            }

            if (maxPenetrationIndex != 3)
            {
                FPVector a0; FPVector.Subtract(ref realRelPos1, ref contactList[0].relativePos1, out a0);
                FPVector b0; FPVector.Subtract(ref contactList[2].relativePos1, ref contactList[1].relativePos1, out b0);
                FPVector cross; FPVector.Cross(ref a0, ref b0, out cross);
                res3 = cross.sqrMagnitude;
            }

            int biggestarea = MaxAxis(res0, res1, res2, res3);

            return(biggestarea);
        }
    /// <summary>
    /// 改变朝向,改变forward的朝向跟摄像机的朝向一样
    /// </summary>
    /// <param name="forward"></param>
    public void ChangeAvatarForward(FPVector toForward)
    {
        JoystickAngle = 90;
        if (AvatarForm == E_AvatarForm.PERSON_STATE)
        {
            _ufpTransformChildObj.ChangeForward(toForward);
            return;
        }

        RaycastHit _groundHit;

        _characterMotionObj.RayGroundInfo(out _groundHit);
        FPVector _fpNormal = _ufpTransformChildObj.ChangeVec3ToTSVec(_groundHit.normal);

        if (_groundHit.normal == Vector3.up)
        {
            _ufpTransformChildObj.ChangeForward(toForward);

            // _childObj.forward = toForward;
            JoystickAngle = 90;
            return;
        }
        else
        {
            FPVector left       = FPVector.Cross(toForward, _fpNormal); //切线
            FPVector newForward = FPVector.Cross(_fpNormal, left);

            if (_fpNormal == FPVector.zero)
            {
                Debug.Log("forward:::" + toForward);
                return;
            }
            FPQuaternion  newRotation      = FPQuaternion.LookRotation(newForward, _fpNormal);
            U_FPTransform ComMoveTransform = ComMoveFollowObj.GetFPTransform();
            FPQuaternion  comObject        = new FPQuaternion(ComMoveTransform.rotation.x, ComMoveTransform.rotation.y,
                                                              ComMoveTransform.rotation.z, ComMoveTransform.rotation.w);

            // ComMoveFollowObj.transform.rotation = newRotation;
            ComMoveTransform.SetRotation(newRotation);

            FPVector comForward   = ComMoveTransform.forward;
            FPVector childForward = _ufpTransformChildObj.forward;
            FP       DragAngle    = FPVector.Angle(comForward, childForward);
            DragAngle = FPMath.Sign(FPVector.Cross(childForward, comForward).y) * DragAngle;
            ChangeAvaterForward(DragAngle);          //改变对象的旋转数值
            ComMoveTransform.SetRotation(comObject); //恢复摄像机原来的rotation数值
        }
    }
        /// <summary>
        /// Applies an impulse on the specific position. Changing linear
        /// and angular velocity.
        /// </summary>
        /// <param name="impulse">Impulse direction and magnitude.</param>
        /// <param name="relativePosition">The position where the impulse gets applied
        /// in Body coordinate frame.</param>
        public void ApplyImpulse(FPVector impulse, FPVector relativePosition)
        {
            if (this.isStatic)
            {
                return;
            }

            FPVector temp;

            FPVector.Multiply(ref impulse, inverseMass, out temp);
            FPVector.Add(ref linearVelocity, ref temp, out linearVelocity);

            FPVector.Cross(ref relativePosition, ref impulse, out temp);
            FPVector.Transform(ref temp, ref invInertiaWorld, out temp);
            FPVector.Add(ref angularVelocity, ref temp, out angularVelocity);
        }
Beispiel #7
0
        /// Test if point p and d lie on opposite sides of plane through abc
        public int PointOutsideOfPlane(FPVector p, FPVector a, FPVector b, FPVector c, FPVector d)
        {
            FPVector normal = FPVector.Cross(b - a, c - a);

            FP signp = FPVector.Dot(p - a, normal); // [AP AB AC]
            FP signd = FPVector.Dot(d - a, normal); // [AD AB AC]

            //if (CatchDegenerateTetrahedron)
            if (signd * signd < (FP.EN8))
            {
                return(-1);
            }

            // Points on opposite sides if expression signs are opposite
            return(signp * signd < FP.Zero ? 1 : 0);
        }
Beispiel #8
0
        public static void LookAt(FPVector forward, FPVector upwards, out FPMatrix result)
        {
            FPVector zaxis = forward; zaxis.Normalize();
            FPVector xaxis = FPVector.Cross(upwards, zaxis); xaxis.Normalize();
            FPVector yaxis = FPVector.Cross(zaxis, xaxis);

            result.M11 = xaxis.x;
            result.M21 = yaxis.x;
            result.M31 = zaxis.x;
            result.M12 = xaxis.y;
            result.M22 = yaxis.y;
            result.M32 = zaxis.y;
            result.M13 = xaxis.z;
            result.M23 = yaxis.z;
            result.M33 = zaxis.z;
        }
Beispiel #9
0
    /// <summary>
    /// 跨面操作
    /// </summary>
    /// <param name="forward"></param>
    /// <param name="position"></param>
    /// <param name="normal"></param>
    public void FitSurfaceParent(FPVector forward, FPVector position, FPVector normal)
    {
        FPVector left       = FPVector.Cross(forward, normal); //切线
        FPVector newForward = FPVector.Cross(normal, left);

        if (normal == FPVector.zero)
        {
            Debug.Log("forward:::" + forward);
            return;
        }
        FPQuaternion newRotation = FPQuaternion.LookRotation(newForward, normal);

        UpdateRotation(newRotation);
        UpdatePosition(position);
        //Debug.Log("  _ufpTransform.up::" + _ufpTransform.up.ToVector() + "newRotation::" + newRotation.ToQuaternion()
        //    + ",forward::" + forward.ToVector() + ",normal:::" + normal.ToVector() + ",newForward::" + newForward.ToVector());
    }
        /// <summary>
        /// Sets the current shape. First <see cref="Prepare"/> has to be called.
        /// After SetCurrentShape the shape immitates another shape.
        /// </summary>
        /// <param name="index"></param>
        public override void SetCurrentShape(int index)
        {
            bool leftTriangle = false;

            if (index >= numX * numZ)
            {
                leftTriangle = true;
                index       -= numX * numZ;
            }

            int quadIndexX = index % numX;
            int quadIndexZ = index / numX;

            // each quad has two triangles, called 'leftTriangle' and !'leftTriangle'
            if (leftTriangle)
            {
                points[0].Set((minX + quadIndexX + 0) * scaleX, heights[minX + quadIndexX + 0, minZ + quadIndexZ + 0], (minZ + quadIndexZ + 0) * scaleZ);
                points[1].Set((minX + quadIndexX + 1) * scaleX, heights[minX + quadIndexX + 1, minZ + quadIndexZ + 0], (minZ + quadIndexZ + 0) * scaleZ);
                points[2].Set((minX + quadIndexX + 0) * scaleX, heights[minX + quadIndexX + 0, minZ + quadIndexZ + 1], (minZ + quadIndexZ + 1) * scaleZ);
            }
            else
            {
                points[0].Set((minX + quadIndexX + 1) * scaleX, heights[minX + quadIndexX + 1, minZ + quadIndexZ + 0], (minZ + quadIndexZ + 0) * scaleZ);
                points[1].Set((minX + quadIndexX + 1) * scaleX, heights[minX + quadIndexX + 1, minZ + quadIndexZ + 1], (minZ + quadIndexZ + 1) * scaleZ);
                points[2].Set((minX + quadIndexX + 0) * scaleX, heights[minX + quadIndexX + 0, minZ + quadIndexZ + 1], (minZ + quadIndexZ + 1) * scaleZ);
            }

            FPVector sum = points[0];

            FPVector.Add(ref sum, ref points[1], out sum);
            FPVector.Add(ref sum, ref points[2], out sum);
            FPVector.Multiply(ref sum, FP.One / (3 * FP.One), out sum);
            geomCen = sum;

            FPVector.Subtract(ref points[1], ref points[0], out sum);
            FPVector.Subtract(ref points[2], ref points[0], out normal);
            FPVector.Cross(ref sum, ref normal, out normal);
        }
        /// <summary>
        /// Sets the current shape. First <see cref="Prepare"/> has to be called.
        /// After SetCurrentShape the shape immitates another shape.
        /// </summary>
        /// <param name="index"></param>
        public override void SetCurrentShape(int index)
        {
            vecs[0] = octree.GetVertex(octree.tris[potentialTriangles[index]].I0);
            vecs[1] = octree.GetVertex(octree.tris[potentialTriangles[index]].I1);
            vecs[2] = octree.GetVertex(octree.tris[potentialTriangles[index]].I2);

            FPVector sum = vecs[0];

            FPVector.Add(ref sum, ref vecs[1], out sum);
            FPVector.Add(ref sum, ref vecs[2], out sum);
            FPVector.Multiply(ref sum, FP.One / (3 * FP.One), out sum);


            geomCen = sum;

            FPVector.Subtract(ref vecs[1], ref vecs[0], out sum);
            FPVector.Subtract(ref vecs[2], ref vecs[0], out normal);
            FPVector.Cross(ref sum, ref normal, out normal);

            if (flipNormal)
            {
                normal.Negate();
            }
        }
Beispiel #12
0
    private void OnCollisionEnter(Collision collision)
    {
        if (!bMoveFlag && _ufpTransform)
        {
            RaycastHit _groundHit;
            if (Physics.Raycast(RayPointObj.transform.position, -Vector3.up, out _groundHit, GroundRayLength)) //悬空
            {
                FPVector fpNormal = _ufpTransform.ChangeVec3ToTSVec(_groundHit.normal);
                if (_ufpTransform.up == fpNormal)
                {
                    return;
                }

                FP       angle        = FPVector.Angle(_ufpTransform.up, fpNormal);
                FPVector fpPoint      = _ufpTransform.ChangeVec3ToTSVec(_groundHit.point);
                FPVector newCrossVec3 = FPVector.Cross(_ufpTransform.up, fpNormal);
                if (_childObj)
                {
                    FPVector forward = FPQuaternion.AngleAxis(angle, newCrossVec3) * (_ufpTransform.forward);
                    FitSurfaceParent(forward, fpPoint, fpNormal);
                }
            }
        }
    }
        /// <summary>
        /// PrepareForIteration has to be called before <see cref="Iterate"/>.
        /// </summary>
        /// <param name="timestep">The timestep of the simulation.</param>
        public void PrepareForIteration(FP timestep)
        {
            FPVector dv      = CalculateRelativeVelocity();
            FP       kNormal = FP.Zero;

            FPVector rantra = FPVector.zero;

            if (!treatBody1AsStatic)
            {
                kNormal += body1.inverseMass;

                if (!body1IsMassPoint)
                {
                    FPVector.Cross(ref relativePos1, ref normal, out rantra);
                    FPVector.Transform(ref rantra, ref body1.invInertiaWorld, out rantra);
                    FPVector.Cross(ref rantra, ref relativePos1, out rantra);
                }
            }

            FPVector rbntrb = FPVector.zero;

            if (!treatBody2AsStatic)
            {
                kNormal += body2.inverseMass;

                if (!body2IsMassPoint)
                {
                    FPVector.Cross(ref relativePos2, ref normal, out rbntrb);
                    FPVector.Transform(ref rbntrb, ref body2.invInertiaWorld, out rbntrb);
                    FPVector.Cross(ref rbntrb, ref relativePos2, out rbntrb);
                }
            }

            if (!treatBody1AsStatic)
            {
                kNormal += FPVector.Dot(ref rantra, ref normal);
            }

            if (!treatBody2AsStatic)
            {
                kNormal += FPVector.Dot(ref rbntrb, ref normal);
            }

            massNormal = FP.One / kNormal;

            tangent = dv - FPVector.Dot(dv, normal) * normal;
            tangent.Normalize();

            FP kTangent = FP.Zero;

            if (treatBody1AsStatic)
            {
                rantra.MakeZero();
            }
            else
            {
                kTangent += body1.inverseMass;

                if (!body1IsMassPoint)
                {
                    FPVector.Cross(ref relativePos1, ref normal, out rantra);
                    FPVector.Transform(ref rantra, ref body1.invInertiaWorld, out rantra);
                    FPVector.Cross(ref rantra, ref relativePos1, out rantra);
                }
            }

            if (treatBody2AsStatic)
            {
                rbntrb.MakeZero();
            }
            else
            {
                kTangent += body2.inverseMass;

                if (!body2IsMassPoint)
                {
                    FPVector.Cross(ref relativePos2, ref tangent, out rbntrb);
                    FPVector.Transform(ref rbntrb, ref body2.invInertiaWorld, out rbntrb);
                    FPVector.Cross(ref rbntrb, ref relativePos2, out rbntrb);
                }
            }

            if (!treatBody1AsStatic)
            {
                kTangent += FPVector.Dot(ref rantra, ref tangent);
            }
            if (!treatBody2AsStatic)
            {
                kTangent += FPVector.Dot(ref rbntrb, ref tangent);
            }

            massTangent = FP.One / kTangent;

            restitutionBias = lostSpeculativeBounce;

            speculativeVelocity = FP.Zero;

            FP relNormalVel = FPVector.Dot(ref normal, ref dv);

            if (Penetration > settings.allowedPenetration)
            {
                restitutionBias = settings.bias * (FP.One / timestep) * FPMath.Max(FP.Zero, Penetration - settings.allowedPenetration);
                restitutionBias = FPMath.Clamp(restitutionBias, FP.Zero, settings.maximumBias);
                //  body1IsMassPoint = body2IsMassPoint = false;
            }


            FP timeStepRatio = timestep / lastTimeStep;

            accumulatedNormalImpulse  *= timeStepRatio;
            accumulatedTangentImpulse *= timeStepRatio;

            {
                // Static/Dynamic friction
                FP relTangentVel     = -FPVector.Dot(ref tangent, ref dv);
                FP tangentImpulse    = massTangent * relTangentVel;
                FP maxTangentImpulse = -staticFriction * accumulatedNormalImpulse;

                if (tangentImpulse < maxTangentImpulse)
                {
                    friction = dynamicFriction;
                }
                else
                {
                    friction = staticFriction;
                }
            }

            FPVector impulse;

            // Simultaneos solving and restitution is simply not possible
            // so fake it a bit by just applying restitution impulse when there
            // is a new contact.
            if (relNormalVel < -FP.One && newContact)
            {
                restitutionBias = FPMath.Max(-restitution * relNormalVel, restitutionBias);
            }

            // Speculative Contacts!
            // if the penetration is negative (which means the bodies are not already in contact, but they will
            // be in the future) we store the current bounce bias in the variable 'lostSpeculativeBounce'
            // and apply it the next frame, when the speculative contact was already solved.
            if (penetration < -settings.allowedPenetration)
            {
                speculativeVelocity = penetration / timestep;

                lostSpeculativeBounce = restitutionBias;
                restitutionBias       = FP.Zero;
            }
            else
            {
                lostSpeculativeBounce = FP.Zero;
            }

            impulse = normal * accumulatedNormalImpulse + tangent * accumulatedTangentImpulse;
            ApplyImpulse(ref impulse);

            lastTimeStep = timestep;

            newContact = false;
        }
Beispiel #14
0
    public void Update()
    {
        if (_destVector != FPVector.zero)
        {
            float disData   = Vector3.Distance(transform.position, _ufpTransform.position.ToVector());
            FP    fixDistan = MoveSpeed * Time.deltaTime;
            if (disData <= fixDistan)
            {
                UpdatePosition(_ufpTransform.position);
                UpdateRotation(_ufpTransform.rotation);
                //   Debug.Log("======>arrived_____arrived_____arrived_____arrived_____arrived:::" + _ufpTransform.position);
            }
            else
            {
                transform.position += (_childObj.forward * fixDistan).ToVector();
                // Debug.Log("======>_ufpTransform.position_OnLine:::"+ _ufpTransform.position);
            }
        }

        if (_destRoundData != 0)
        {
            FP angleData = _destRoundData - _roundData;
            FP _tempData = RotationSpeed * MoveSpeed * Time.deltaTime;

            //Debug.Log("======>angleData:::" + angleData.AsFloat()
            //      + ",_tempData::" + _tempData.AsFloat() + ",_destRoundData::"+ _destRoundData);
            if (FPMath.Abs(angleData) <= FPMath.Abs(_tempData))
            {
                UpdatePosition(_ufpTransform.position);
                UpdateRotation(_ufpTransform.rotation);
                _roundData = _destRoundData;
                //Debug.Log("======>arrived_____round_____arrived_____round_____arrived:::" + _ufpTransform.position
                //      + ",childObj.forward::" + _childObj.forward + ",childObj.forward.toVector3::" + _childObj.forward.ToVector());
            }

            else
            {
                transform.RotateAround(_center.ToVector(), transform.up, _tempData.AsFloat());
                _roundData += _tempData;
                Debug.Log("======>_ufpTransform.round_round_OnLine:::" + _ufpTransform.position + ",_ufpTransform.position.toVector3::" + _ufpTransform.position
                          //    + ", ufpTransform.rotation:::" + _ufpTransform.rotation
                          //    + ",_ufpTransform.rotation.toVector()::" + _ufpTransform.rotation.ToQuaternion()
                          + ",childObj.forward::" + _childObj.forward + ",childObj.forward.toVector3::" + _childObj.forward.ToVector());
            }
        }


        RaycastHit hitInfo;
        bool       bExitBarrier = (RayBarrierInfo(_childObj.forward.ToVector(), out hitInfo));

        RaycastHit _groundHit;
        RaycastHit _hitInfo;

        if (bJumpFlag)         //处理跳跃
        {
            if (!bJumpArtFlag) //表示第一次开始跳跃
            {
                if (!RayGroundInfo(out _groundHit, true))
                {
                    bJumpArtFlag = true;
                }
            }
            else
            {
                if (RayGroundInfo(out _groundHit, true))
                {
                    bJumpFlag    = false;
                    bJumpArtFlag = false;
                    return;
                }
            }
            _jumpSpeed = _jumpSpeed - g * FrameSyncManager.DeltaTime;                                    //垂直上的初速度随时间的改变
            _ufpTransform.Translate(FPVector.up * _jumpSpeed * FrameSyncManager.DeltaTime, Space.World); //垂直上的运动
            UpdateRotation(_ufpTransform.rotation);
            UpdatePosition(_ufpTransform.position);
            //transform.Translate(Vector3.up * _jumpSpeed * FrameSyncManager.DeltaTime, Space.World);//垂直上的运动


            //if (_jumpSpeed < 0 && RayGroundInfo(out _groundHit, true))   //增加防止坠落的操作
            //{
            //    transform/*.parent*/.position = new Vector3(transform/*.parent*/.position.x, _groundHit.point.y, transform/*.parent*/.position.z);
            //    bJumpFlag = false;
            //    bJumpArtFlag = false;
            //    return;
            //}

            if (bMoveFlag)
            {
                _ufpTransform.Translate(_childObj.forward * MoveSpeed * FrameSyncManager.DeltaTime, Space.World);//水平上的运动
                UpdateRotation(_ufpTransform.rotation);
                UpdatePosition(_ufpTransform.position);
                //  transform.Translate(_childObj.forward.ToVector() * (MoveSpeed/** _frameEntityObj.SpeedRate*/).AsFloat() * Time.fixedDeltaTime, Space.World);//水平上的运动
            }
            return;
        }
        else if (!RayGroundInfo(out _groundHit) && !RayBarrierInfo(_childObj.forward.ToVector(), out _hitInfo) && _bHasSpeed)//空中调整角度
        {
            //Debug.Log("_childObj.forward.ToVector():::" + _childObj.forward.ToVector()
            //    + ",,,,data__ufpTransform.up::" + _ufpTransform.up.ToVector() + ",,,,,fff::"+ _ufpTransform.forward.ToVector());
            _verCurSpeed = _verCurSpeed - g * FrameSyncManager.DeltaTime;                                     //垂直上的初速度随时间的改变
            _ufpTransform.Translate(_childObj.forward * MoveSpeed * FrameSyncManager.DeltaTime, Space.World); //水平上的运动
            _ufpTransform.Translate(FPVector.up * _verCurSpeed * FrameSyncManager.DeltaTime, Space.World);    //垂直上的运动
            UpdateRotation(_ufpTransform.rotation);
            UpdatePosition(_ufpTransform.position);

            //  transform.Translate(_childObj.forward.ToVector() * (MoveSpeed/** _frameEntityObj.SpeedRate*/).AsFloat() * Time.fixedDeltaTime, Space.World);//水平上的运动
            //  transform.Translate(Vector3.up * _verCurSpeed.AsFloat() * Time.fixedDeltaTime, Space.World);//垂直上的运动

            FP angleForward = FPVector.Angle(_ufpTransform.up, FPVector.up);
            if (angleForward == 0)
            {
                return;
            }

            FPVector normal = FPVector.Cross(_ufpTransform.up, FPVector.up);
            // int DirctData = FPMath.Sign(FPVector.Dot(normal, _ufpTransform.up));
            float DirctData = Mathf.Sign(Vector3.Dot(normal.ToVector(), _ufpTransform.up.ToVector()));

            //Debug.Log(" angleForward::" + angleForward.AsFloat() + ",DirctData::"+ DirctData + ",_ufpTransform.up::"+ _ufpTransform.up + "  ,"+  _ufpTransform.up.ToVector() + ",FPVector.up::"+ FPVector.up.ToVector()
            //    + ",normal::" + normal + "," + normal.ToVector()  + ", FPVector.Dot(normal, _ufpTransform.up)::" + FPVector.Dot(normal, _ufpTransform.up).AsFloat());
            //if (DirctData == 0) DirctData = 1;
            angleForward = angleForward * DirctData;

            //   Debug.Log(" FPMath.Sign(FPVector.Dot(normal, _ufpTransform.up)::" + FPVector.Dot(new FPVector(0,0,1), new FPVector(1, 0, 0)));
            FPVector forwardVec3    = FPQuaternion.AngleAxis(angleForward, normal) * _ufpTransform.up;
            FPVector forwardForward = FPQuaternion.AngleAxis(angleForward, normal) * _ufpTransform.forward;

            FPQuaternion qur = FPQuaternion.LookRotation(forwardForward, forwardVec3);
            //Debug.Log("forwardForward:::" + forwardForward.ToVector() + ",,forwardVec3::" + forwardVec3.ToVector()
            //    + ",angleForward::"+ angleForward.AsFloat()
            //    + ",_ufpTransform.up::" + _ufpTransform.up.ToVector() + ", _ufpTransform.forward::" + _ufpTransform.forward.ToVector()
            //    + ",normal::" + normal.ToVector());
            UpdateRotation(FPQuaternion.Slerp(_ufpTransform.rotation, qur, 0.1f));
            //_ufpTransform.SetRotation();
            //transform.rotation = FPQuaternion.Slerp(_ufpTransform.rotation, qur, 0.1f);

            //将玩家处于空中的状态事件发射出去
            TriggerEvent(DefineEventId.PlayerInAirEvent);
        }
        else
        {
            FP angle = FPVector.Angle(FPVector.up, _ufpTransform.ChangeVec3ToTSVec(_groundHit.normal));
            if (angle > SlopeAngle)
            {
                if (!bMoveFlag)
                {
                    _ufpTransform.Translate(-1 * (FPVector.up) * g * FrameSyncManager.DeltaTime, Space.World);
                    UpdateRotation(_ufpTransform.rotation);
                    UpdatePosition(_ufpTransform.position);
                }
            }
            else
            {
                // transform.position = new Vector3(transform/*.parent*/.position.x, _groundHit.point.y, transform/*.parent*/.position.z);
                UpdateRotation(_ufpTransform.rotation);
                UpdatePosition(new FPVector(_ufpTransform.position.x, (FP)(_groundHit.point.y), _ufpTransform.position.z));
            }
        }
    }
        /// <summary>
        /// Checks two shapes for collisions.
        /// </summary>
        /// <param name="support1">The SupportMappable implementation of the first shape to test.</param>
        /// <param name="support2">The SupportMappable implementation of the seconds shape to test.</param>
        /// <param name="orientation1">The orientation of the first shape.</param>
        /// <param name="orientation2">The orientation of the second shape.</param>
        /// <param name="position1">The position of the first shape.</param>
        /// <param name="position2">The position of the second shape</param>
        /// <param name="point">The pointin world coordinates, where collision occur.</param>
        /// <param name="normal">The normal pointing from body2 to body1.</param>
        /// <param name="penetration">Estimated penetration depth of the collision.</param>
        /// <returns>Returns true if there is a collision, false otherwise.</returns>
        public static bool Detect(ISupportMappable support1, ISupportMappable support2, ref FPMatrix orientation1,
                                  ref FPMatrix orientation2, ref FPVector position1, ref FPVector position2,
                                  out FPVector point, out FPVector normal, out FP penetration)
        {
            // Used variables
            FPVector temp1, temp2;
            FPVector v01, v02, v0;
            FPVector v11, v12, v1;
            FPVector v21, v22, v2;
            FPVector v31, v32, v3;
            FPVector v41 = FPVector.zero, v42 = FPVector.zero, v4 = FPVector.zero;
            FPVector mn;

            // Initialization of the output
            point       = normal = FPVector.zero;
            penetration = FP.Zero;

            //JVector right = JVector.Right;

            // Get the center of shape1 in world coordinates -> v01
            support1.SupportCenter(out v01);
            FPVector.Transform(ref v01, ref orientation1, out v01);
            FPVector.Add(ref position1, ref v01, out v01);

            // Get the center of shape2 in world coordinates -> v02
            support2.SupportCenter(out v02);
            FPVector.Transform(ref v02, ref orientation2, out v02);
            FPVector.Add(ref position2, ref v02, out v02);

            // v0 is the center of the minkowski difference
            FPVector.Subtract(ref v02, ref v01, out v0);

            // Avoid case where centers overlap -- any direction is fine in this case
            if (v0.IsNearlyZero())
            {
                v0 = new FPVector(FP.EN4, 0, 0);
            }

            // v1 = support in direction of origin
            mn = v0;
            FPVector.Negate(ref v0, out normal);
            //UnityEngine.Debug.Log("normal: " + normal);

            SupportMapTransformed(support1, ref orientation1, ref position1, ref mn, out v11);
            SupportMapTransformed(support2, ref orientation2, ref position2, ref normal, out v12);
            FPVector.Subtract(ref v12, ref v11, out v1);

            if (FPVector.Dot(ref v1, ref normal) <= FP.Zero)
            {
                return(false);
            }

            // v2 = support perpendicular to v1,v0
            FPVector.Cross(ref v1, ref v0, out normal);

            if (normal.IsNearlyZero())
            {
                FPVector.Subtract(ref v1, ref v0, out normal);
                //UnityEngine.Debug.Log("normal: " + normal);

                normal.Normalize();

                point = v11;
                FPVector.Add(ref point, ref v12, out point);
                FPVector.Multiply(ref point, FP.Half, out point);

                FPVector.Subtract(ref v12, ref v11, out temp1);
                penetration = FPVector.Dot(ref temp1, ref normal);

                //point = v11;
                //point2 = v12;
                return(true);
            }

            FPVector.Negate(ref normal, out mn);
            SupportMapTransformed(support1, ref orientation1, ref position1, ref mn, out v21);
            SupportMapTransformed(support2, ref orientation2, ref position2, ref normal, out v22);
            FPVector.Subtract(ref v22, ref v21, out v2);

            if (FPVector.Dot(ref v2, ref normal) <= FP.Zero)
            {
                return(false);
            }

            // Determine whether origin is on + or - side of plane (v1,v0,v2)
            FPVector.Subtract(ref v1, ref v0, out temp1);
            FPVector.Subtract(ref v2, ref v0, out temp2);
            FPVector.Cross(ref temp1, ref temp2, out normal);

            FP dist = FPVector.Dot(ref normal, ref v0);

            // If the origin is on the - side of the plane, reverse the direction of the plane
            if (dist > FP.Zero)
            {
                FPVector.Swap(ref v1, ref v2);
                FPVector.Swap(ref v11, ref v21);
                FPVector.Swap(ref v12, ref v22);
                FPVector.Negate(ref normal, out normal);
                UnityEngine.Debug.Log("normal: " + normal);
            }


            int  phase2 = 0;
            int  phase1 = 0;
            bool hit    = false;

            // Phase One: Identify a portal
            while (true)
            {
                if (phase1 > MaximumIterations)
                {
                    return(false);
                }

                phase1++;

                // Obtain the support point in a direction perpendicular to the existing plane
                // Note: This point is guaranteed to lie off the plane
                FPVector.Negate(ref normal, out mn);
                //UnityEngine.Debug.Log("mn: " + mn);
                SupportMapTransformed(support1, ref orientation1, ref position1, ref mn, out v31);
                SupportMapTransformed(support2, ref orientation2, ref position2, ref normal, out v32);
                FPVector.Subtract(ref v32, ref v31, out v3);


                if (FPVector.Dot(ref v3, ref normal) <= FP.Zero)
                {
                    return(false);
                }

                // If origin is outside (v1,v0,v3), then eliminate v2 and loop
                FPVector.Cross(ref v1, ref v3, out temp1);
                if (FPVector.Dot(ref temp1, ref v0) < FP.Zero)
                {
                    v2  = v3;
                    v21 = v31;
                    v22 = v32;
                    FPVector.Subtract(ref v1, ref v0, out temp1);
                    FPVector.Subtract(ref v3, ref v0, out temp2);
                    FPVector.Cross(ref temp1, ref temp2, out normal);
                    //	UnityEngine.Debug.Log("normal: " + normal);
                    continue;
                }

                // If origin is outside (v3,v0,v2), then eliminate v1 and loop
                FPVector.Cross(ref v3, ref v2, out temp1);
                if (FPVector.Dot(ref temp1, ref v0) < FP.Zero)
                {
                    v1  = v3;
                    v11 = v31;
                    v12 = v32;
                    FPVector.Subtract(ref v3, ref v0, out temp1);
                    FPVector.Subtract(ref v2, ref v0, out temp2);
                    FPVector.Cross(ref temp1, ref temp2, out normal);
                    //UnityEngine.Debug.Log("normal: " + normal);
                    continue;
                }

                // Phase Two: Refine the portal
                // We are now inside of a wedge...
                while (true)
                {
                    phase2++;

                    /*
                     * UnityEngine.Debug.LogError(" ::Start STATE");
                     * UnityEngine.Debug.Log(temp1 + " " +  temp2);
                     * UnityEngine.Debug.Log( v01 + " " + v02 + " "+ v0);
                     * UnityEngine.Debug.Log( v11+" "+ v12 +" "+ v1);
                     * UnityEngine.Debug.Log( v21 +" "+ v22 +" "+ v2);
                     * UnityEngine.Debug.Log( v31 +" "+ v32 +" "+ v3);
                     * UnityEngine.Debug.Log( v41 +" "+ v42 +" "+ v4);
                     * UnityEngine.Debug.Log( mn);
                     *
                     * UnityEngine.Debug.LogError(" ::END STATE");
                     */
                    // Compute normal of the wedge face
                    FPVector.Subtract(ref v2, ref v1, out temp1);
                    FPVector.Subtract(ref v3, ref v1, out temp2);
                    FPVector.Cross(ref temp1, ref temp2, out normal);
                    // Beginer
                    //	UnityEngine.Debug.Log("normal: " + normal);

                    // Can this happen???  Can it be handled more cleanly?
                    if (normal.IsNearlyZero())
                    {
                        return(true);
                    }

                    normal.Normalize();
                    //UnityEngine.Debug.Log("normal: " + normal);
                    // Compute distance from origin to wedge face
                    FP d = FPVector.Dot(ref normal, ref v1);


                    // If the origin is inside the wedge, we have a hit
                    if (d >= 0 && !hit)
                    {
                        // HIT!!!
                        hit = true;
                    }

                    // Find the support point in the direction of the wedge face
                    FPVector.Negate(ref normal, out mn);
                    SupportMapTransformed(support1, ref orientation1, ref position1, ref mn, out v41);
                    SupportMapTransformed(support2, ref orientation2, ref position2, ref normal, out v42);
                    FPVector.Subtract(ref v42, ref v41, out v4);

                    FPVector.Subtract(ref v4, ref v3, out temp1);
                    FP delta = FPVector.Dot(ref temp1, ref normal);
                    penetration = FPVector.Dot(ref v4, ref normal);

                    // If the boundary is thin enough or the origin is outside the support plane for the newly discovered vertex, then we can terminate
                    if (delta <= CollideEpsilon || penetration <= FP.Zero || phase2 > MaximumIterations)
                    {
                        if (hit)
                        {
                            FPVector.Cross(ref v1, ref v2, out temp1);
                            FP b0 = FPVector.Dot(ref temp1, ref v3);
                            FPVector.Cross(ref v3, ref v2, out temp1);
                            FP b1 = FPVector.Dot(ref temp1, ref v0);
                            FPVector.Cross(ref v0, ref v1, out temp1);
                            FP b2 = FPVector.Dot(ref temp1, ref v3);
                            FPVector.Cross(ref v2, ref v1, out temp1);
                            FP b3 = FPVector.Dot(ref temp1, ref v0);

                            FP sum = b0 + b1 + b2 + b3;

                            if (sum <= 0)
                            {
                                b0 = 0;
                                FPVector.Cross(ref v2, ref v3, out temp1);
                                b1 = FPVector.Dot(ref temp1, ref normal);
                                FPVector.Cross(ref v3, ref v1, out temp1);
                                b2 = FPVector.Dot(ref temp1, ref normal);
                                FPVector.Cross(ref v1, ref v2, out temp1);
                                b3 = FPVector.Dot(ref temp1, ref normal);

                                sum = b1 + b2 + b3;
                            }

                            FP inv = FP.One / sum;

                            FPVector.Multiply(ref v01, b0, out point);
                            FPVector.Multiply(ref v11, b1, out temp1);
                            FPVector.Add(ref point, ref temp1, out point);
                            FPVector.Multiply(ref v21, b2, out temp1);
                            FPVector.Add(ref point, ref temp1, out point);
                            FPVector.Multiply(ref v31, b3, out temp1);
                            FPVector.Add(ref point, ref temp1, out point);

                            FPVector.Multiply(ref v02, b0, out temp2);
                            FPVector.Add(ref temp2, ref point, out point);
                            FPVector.Multiply(ref v12, b1, out temp1);
                            FPVector.Add(ref point, ref temp1, out point);
                            FPVector.Multiply(ref v22, b2, out temp1);
                            FPVector.Add(ref point, ref temp1, out point);
                            FPVector.Multiply(ref v32, b3, out temp1);
                            FPVector.Add(ref point, ref temp1, out point);

                            FPVector.Multiply(ref point, inv * FP.Half, out point);
                        }

                        // Compute the barycentric coordinates of the origin
                        return(hit);
                    }

                    //// Compute the tetrahedron dividing face (v4,v0,v1)
                    //JVector.Cross(ref v4, ref v1, out temp1);
                    //FP d1 = JVector.Dot(ref temp1, ref v0);


                    //// Compute the tetrahedron dividing face (v4,v0,v2)
                    //JVector.Cross(ref v4, ref v2, out temp1);
                    //FP d2 = JVector.Dot(ref temp1, ref v0);


                    // Compute the tetrahedron dividing face (v4,v0,v3)
                    //UnityEngine.Debug.LogError("v4:" +  v4 + " v0:" + v0);
                    FPVector.Cross(ref v4, ref v0, out temp1);
                    //UnityEngine.Debug.LogError("temp1:"+ temp1);

                    //Ender
                    //	UnityEngine.Debug.Log("normal: " + normal);
                    FP dot = FPVector.Dot(ref temp1, ref v1);

                    if (dot >= FP.Zero)
                    {
                        //	UnityEngine.Debug.Log("dot >= 0 temp1:" + temp1 + "  v2:" + v2 );
                        dot = FPVector.Dot(ref temp1, ref v2);

                        if (dot >= FP.Zero)
                        {
                            //		UnityEngine.Debug.Log("dot >= 0 v1->v4");

                            // Inside d1 & inside d2 ==> eliminate v1
                            v1  = v4;
                            v11 = v41;
                            v12 = v42;
                        }
                        else
                        {
                            //		UnityEngine.Debug.Log("dot < v3->v4");

                            // Inside d1 & outside d2 ==> eliminate v3
                            v3  = v4;
                            v31 = v41;
                            v32 = v42;
                        }
                    }
                    else
                    {
                        //	UnityEngine.Debug.Log("dot < 0 temp1:" + temp1 + "  v3:" + v3 );
                        dot = FPVector.Dot(ref temp1, ref v3);

                        if (dot >= FP.Zero)
                        {
                            //	UnityEngine.Debug.Log("dot >= 0 v2 => v4");
                            // Outside d1 & inside d3 ==> eliminate v2
                            v2  = v4;
                            v21 = v41;
                            v22 = v42;
                        }
                        else
                        {
                            //		UnityEngine.Debug.Log("dot < 0 v1 => v4");
                            // Outside d1 & outside d3 ==> eliminate v1
                            v1  = v4;
                            v11 = v41;
                            v12 = v42;
                        }
                    }
                }
            }
        }
Beispiel #16
0
    public void Move()
    {
        if (bJumpFlag)
        {
            return;
        }
        FPVector   groundNormal = FPVector.zero;
        RaycastHit hitInfo;

        if (!RayGroundInfo(out hitInfo))
        {
            if (!bJumpFlag)
            {
                bMoveFlag = false;
            }
            return;  //如果离地,直接返回
        }
        else
        {
            groundNormal = new FPVector(hitInfo.normal.x, hitInfo.normal.y, hitInfo.normal.z);
        }

        if (!bMoveFlag)
        {
            bMoveFlag = true;
        }
        FPVector forward  = _ufpTransform.forward;
        FPVector fpNormal = _ufpTransform.ChangeVec3ToTSVec(hitInfo.normal);

        RaycastHit barrierInfo;
        bool       bExitBarrier = (RayBarrierInfo(_childObj.forward.ToVector(), out barrierInfo)); //表示前方检测到物体,暂时把检测到的物体都称之为障碍物
        bool       bSlope       = false;                                                           //默认不是为斜坡标志

        if (bExitBarrier)
        {
            hitInfo = barrierInfo;
            bSlope  = (Vector3.Angle(Vector3.up, hitInfo.normal) > SlopeAngle) ? true : false;

            if (ForWardMode == E_ForWardMode.FM_ON_FORWARD)
            {
                forward = _ufpTransform.forward;
            }
            else
            {
                FP angle = 0;
                fpNormal = _ufpTransform.ChangeVec3ToTSVec(hitInfo.normal);
                if (groundNormal != FPVector.zero)
                {
                    angle = FPVector.Angle(groundNormal, fpNormal);
                    angle = -angle;
                }

                if (_childObj)
                {
                    //Vector3 newCrossVec3 = Vector3.Cross(hitInfo.normal, transform.up);
                    //forward = Quaternion.AngleAxis(angle, newCrossVec3) * (transform.forward);
                    FPVector newCrossVec3 = FPVector.Cross(fpNormal, _ufpTransform.up);
                    forward = FPQuaternion.AngleAxis(angle, newCrossVec3) * _ufpTransform.forward;
                }
            }
        }
        else
        {
            bSlope = ((FPVector.Angle(FPVector.up, fpNormal)) > SlopeAngle) ? true : false;
        }

        if (SurfaceMode == E_SurfaceMode.SM_ON_GROUND)   //非跨面模式:供人型和乌贼模式下使用
        {
            if (bExitBarrier && bSlope)
            {
                return;
            }
        }
        else if (SurfaceMode == E_SurfaceMode.SM_ON_SURFACE) //跨面模式:供乌贼下潜模式下使用
        {
            if (bSlope)
            {
                MotionMode = E_MotionMode.MM_ON_LINE;
                bool flag = CanMoveByInk(ref hitInfo);  //上墙后到边角的处理 ==>TODO
                flag = true;
                if (!flag)
                {
                    FPVector position        = _ufpTransform.ChangeVec3ToTSVec(hitInfo.point) + (_childObj.forward * MoveSpeed * 0.1f);
                    FPVector currentPosition = _ufpTransform.position;
                    //_ufpTransform.position = position;
                    //transform.position     = position.ToVector();
                    UpdatePosition(_ufpTransform.position);
                    RayGroundInfo(out barrierInfo);
                    flag = CanMoveByInk(ref barrierInfo);
                    // transform.position = currentPosition.ToVector();
                    UpdatePosition(_ufpTransform.position);
                    if (bExitBarrier || !flag)
                    {
                        return;
                    }
                }
            }
        }
        if (hitInfo.transform != null && ForWardMode == E_ForWardMode.FM_ON_NORMAL)
        {
            FitSurfaceParent(forward, _ufpTransform.ChangeVec3ToTSVec(hitInfo.point), fpNormal);  //调整贴面
        }
        else if (hitInfo.transform != null && ForWardMode == E_ForWardMode.FM_ON_FORWARD)
        {
            if (transform.up != Vector3.up)
            {
                FP           quaternionSpeed = 0.09f;
                FPQuaternion data            = new FPQuaternion(0, _ufpTransform.rotation.y, 0, _ufpTransform.rotation.w);
                _ufpTransform.SetRotation(FPQuaternion.Slerp(_ufpTransform.rotation, data, quaternionSpeed));
            }
        }
        if (MotionMode == E_MotionMode.MM_ON_ROUND) //画圆模式:按照圆的弧度来行走
        {
            _destRoundData = RotationSpeed * MoveSpeed * FrameSyncManager.DeltaTime;
            _ufpTransform.RotateAround(_center, _ufpTransform.up, _destRoundData);
            //_destUfpTransform.position = _ufpTransform.position;
            //_destUfpTransform.rotation = _ufpTransform.rotation;
            //_destUfpTransform.RotateAround(_center, _ufpTransform.up, _destRoundData);

            Debug.Log("----------------->_characterMotion:::" + _destRoundData + ",_destRoundData::" + _destRoundData.AsFloat()
                      + ",childObj.forward::" + _childObj.forward + ",childObj.forward.toVector3::" + _childObj.forward.ToVector());
        }
        else if (MotionMode == E_MotionMode.MM_ON_LINE)//直走模式:按照其forward的方向行走
        {
            _destVector = _childObj.forward * MoveSpeed * FrameSyncManager.DeltaTime;
            _ufpTransform.Translate(_destVector, Space.World);
            //_destUfpTransform.position = _ufpTransform.position;
            //_destUfpTransform.rotation = _ufpTransform.rotation;
            //_destUfpTransform.Translate(_destVector, Space.World);
        }

        // if (Physics.Raycast(RayPointObj.position + (_destUfpTransform.position - _ufpTransform.position).ToVector(), -transform.up, GroundRayLength))
        if (Physics.Raycast(RayPointObj.position + (_ufpTransform.position.ToVector() - transform.position), -transform.up, GroundRayLength))
        {
            _bHasSpeed = false;
        }
        else
        {
            _bHasSpeed = true;
            RenderEndUpdatePosition();
        }
        _verCurSpeed = MoveSpeed / 2;
    }
Beispiel #17
0
    public void Update()
    {
        if (Target == null)
        {
            return;
        }
        //  ChangeDirectionByDragging();
        //if (_dragging && _directorToLeft && !_bTouchMouse)  //左遥感
        //{
        //    _rockerControl = ComMoveController.RockerControl.LeftControl;
        //    _ufpTransform.RotateAround(_playerTransformObj.position, FPVector.up, FrameSyncManager.DeltaTime * RockerSpeed);
        //    _ufpTransform.UpdateAllData();
        //    Debug.Log("_ufpTransform:::" + _ufpTransform.forward.ToVector());
        //    //transform.RotateAround(_childObj.position, Vector3.up, Time.deltaTime * RockerSpeed);
        //    return;
        //}
        //else if (_dragging && _directorToRight && !_bTouchMouse) //右遥感
        //{
        //    _rockerControl = ComMoveController.RockerControl.RightControl;
        //    _ufpTransform.RotateAround(_playerTransformObj.position, FPVector.up, FrameSyncManager.DeltaTime * -RockerSpeed);
        //    _ufpTransform.UpdateAllData();

        //    // transform.RotateAround(_childObj.position, Vector3.up, Time.deltaTime * -RockerSpeed);
        //    return;
        //}


        //Debug.Log("_currentAngle:::" + _currentAngle + ",_childObj.eulerAngles.y::" + _childObj.eulerAngles.y
        //    + ",transform.rotation::"+ transform.rotation);

        RaycastHit GroundHitInfo;
        RaycastHit BarrieHitrInfo;
        bool       bGroundInfoFlag  = _motionObj.RayGroundInfo(out GroundHitInfo);
        bool       bBarrierInfoFlag = _motionObj.RayBarrierInfo(_childTransformObj.forward.ToVector(), out BarrieHitrInfo);

        FPVector fpGroundInfoNormal = FPVector.zero;

        if (bGroundInfoFlag)
        {
            fpGroundInfoNormal = GroundHitInfo.normal.ToFPVector();
        }

        if (!_dragging && !_bTouchMouse && _bBeforeDragging)
        {
            _rockerControl = ComMoveController.RockerControl.None;
            return;
        }
        else if (!_dragging)
        {
            if (_bBeforeDragging)  //在这里设置值,为了保证childObj的forward朝向跟摄像机的一致,防止先后差值
            {
                _bBeforeDragging = false;
                return;
            }

            if (!bGroundInfoFlag)  //在空中
            {
                _rockerControl = ComMoveController.RockerControl.AirControl;
                if (_motionObj.bJumpFlag && false)  //这是处理不跟随着对象跳跃的逻辑部分
                {
                    Distance = FPMath.Clamp(Distance - (Input.GetAxis("Mouse ScrollWheel") * MouseScrollWheelSensitivity), DistanceMin, DistanceMax);
                    FPVector DataVec3 = new FPVector(_playerTransformObj.position.x, transform.position.y - Height, _playerTransformObj.position.z);
                    _ufpTransform.position = (_ufpTransform.rotation * new FPVector(.0f, Height, -Distance)) + DataVec3;
                    _ufpTransform.UpdateAllData();
                    return;
                }
            }
            else if (!bBarrierInfoFlag || !_motionObj.JudgetGroundSlope(BarrieHitrInfo.normal))  //有地面接触但前方没有障碍物
            {
                if (!_motionObj.JudgetGroundSlope(GroundHitInfo.normal))
                {
                    _rockerControl  = ComMoveController.RockerControl.OtherControl;
                    _climbOtherWall = false;
                }
                else
                {
                    if (_climbOtherWall && _beforeWallNormalVec3 != fpGroundInfoNormal)  //表示从一面墙跨到另外一面墙
                    {
                        _beforeGroundNormalVec3 = _beforeWallNormalVec3;
                        _beforeWallNormalVec3   = fpGroundInfoNormal;
                    }
                    _rockerControl = ComMoveController.RockerControl.ClimbControl;
                }
            }
            else //有地面接触且前方有障碍物
            {
                _rockerControl = ComMoveController.RockerControl.None;
                _beforeControl = ComMoveController.RockerControl.OtherControl;
                if (!_motionObj.JudgetGroundSlope(GroundHitInfo.normal)) //从地面跨到墙上的情况
                {
                    _beforeGroundNormalVec3 = fpGroundInfoNormal;
                }
                else                                                   //从一面墙跨到另外一面墙的情况
                {
                    _climbOtherWall       = true;
                    _beforeWallNormalVec3 = fpGroundInfoNormal;   //设置这个变量的原因是:有可能检测到障碍物,但是玩家并没有跨越过去
                }
            }
        }

        if (_rockerControl == RockerControl.AirControl)
        {
            Distance = FPMath.Clamp(Distance - (Input.GetAxis("Mouse ScrollWheel") * MouseScrollWheelSensitivity), DistanceMin, DistanceMax);
            _ufpTransform.position = (_ufpTransform.rotation * new FPVector(.0f, Height, -Distance)) + _playerTransformObj.position;
            _ufpTransform.UpdateAllData();
        }
        else if (_rockerControl == RockerControl.OtherControl)
        {
            var quaternion = FPQuaternion.AngleAxis((_currentAngle) + _childTransformObj.transform.eulerAngles.y, FPVector.up);
            Distance = FPMath.Clamp(Distance - (Input.GetAxis("Mouse ScrollWheel") * MouseScrollWheelSensitivity), DistanceMin, DistanceMax);
            _ufpTransform.SetRotation(quaternion);
            // transform.rotation = quaternion;
            FPVector data = (_ufpTransform.rotation * new FPVector(.0f, Height, -Distance));

            _ufpTransform.position = (_ufpTransform.rotation * new FPVector(.0f, Height, -Distance)) + _playerTransformObj.position;
            _ufpTransform.UpdatePosition();
            //Debug.Log("data::"+ data.ToVector()+ ", _ufpTransform.position::::" + _ufpTransform.position.ToVector()
            //    + ",transform::" + transform.position + "::_playerTransformObj.position:" + _playerTransformObj.position.ToVector()
            //    + ",,name::" + _playerTransformObj.gameObject.name);
            _rotation = _ufpTransform.rotation;
            _ufpTransform.UpdateForward();
        }
        else if (_rockerControl == RockerControl.ClimbControl)
        {
            Distance = FPMath.Clamp(Distance - (Input.GetAxis("Mouse ScrollWheel") * MouseScrollWheelSensitivity), DistanceMin, DistanceMax);
            var quaternion = FPQuaternion.AngleAxis((0) + transform.eulerAngles.y, FPVector.up);
            _ufpTransform.position = (_ufpTransform.rotation * new FPVector(.0f, Height, -Distance)) + _playerTransformObj.position;
            _ufpTransform.UpdateAllData();

            FPVector climbForward = _ufpTransform.forward;

            if (_beforeControl == ComMoveController.RockerControl.OtherControl && _beforeGroundNormalVec3 != FPVector.zero)
            {
                FP       tempAngle = FPVector.Angle(_beforeGroundNormalVec3, fpGroundInfoNormal);
                FPVector normal    = FPVector.Cross(_beforeGroundNormalVec3, fpGroundInfoNormal); //叉乘求出法线向量
                                                                                                  //  num *= Mathf.Sign(Vector3.Dot(normal, info.transform.up));  //求法线向量与物体上方向向量点乘,结果为1或-1,修正旋转方向
                climbForward          = FPQuaternion.AngleAxis((90 - tempAngle), normal) * fpGroundInfoNormal;
                climbForward          = -1 * climbForward;
                _finishWallNormalVec3 = climbForward;
                _beforeControl        = ComMoveController.RockerControl.ClimbControl;
            }

            FP forwardAngle = FPVector.Angle(_finishWallNormalVec3, _ufpTransform.forward);
            if (forwardAngle != 0 && false)  //处理摄像机角度偏转
            {
                //1)调整摄像机的旋转角度
                float    direcFlag  = -1;
                FPVector normalVec3 = FPVector.Cross(_finishWallNormalVec3, _ufpTransform.forward);           //叉乘求出法线向量
                direcFlag    *= FPMath.Sign(Vector3.Dot(normalVec3.ToVector(), _ufpTransform.up.ToVector())); //求法线向量与物体上方向向量点乘,结果为1或-1,修正旋转方向
                forwardAngle *= direcFlag;

                FPVector beforeForward = _ufpTransform.forward;
                FPVector forward       = FPQuaternion.AngleAxis(forwardAngle, _ufpTransform.up) * _ufpTransform.forward;
                //   Debug.Log("_ufpTransform.forward::" + _ufpTransform.forward.ToVector() + ",forward::" + forward.ToVector()
                //        + "forwardAngle:::" + forwardAngle.AsFloat() + ",forward1111::" + forward);
                float quaternionSpeed = 0.003f;
                if (!_bTouchMouse)
                {
                    quaternionSpeed = 0.03f;
                }
                if (beforeForward != forward)
                {
                    Debug.Log("LookRotation(forward):::" + FPQuaternion.LookRotation(forward) + ",_rotation::" + _rotation + ",unity::" + Quaternion.LookRotation(forward.ToVector()));

                    _rotation = FPQuaternion.Slerp(_rotation, FPQuaternion.LookRotation(forward), quaternionSpeed);
                    _ufpTransform.SetRotation(_rotation);
                }
                //   Debug.Log(",forward::"+ forward.ToVector() + ",_ufpTransform.forward::" + _ufpTransform.forward.ToVector());
                //2)调整人物的旋转角度
                if (!_climbOtherWall)  // 这是从地面爬到墙得处理,如果是从一面墙爬到另外一面墙,镜头不做转换
                {
                    Debug.Log("beforeForward:::" + beforeForward.ToVector() + ",_ufpTransform.forward::" + _ufpTransform.forward.ToVector());
                    _offsetAngle = FPVector.Angle(beforeForward, _ufpTransform.forward) * direcFlag;
                    _avatarObj.ChangeAvaterForward(_offsetAngle);
                }
            }
        }

        Debug.DrawLine(_ufpTransform.position.ToVector(), _playerTransformObj.transform.position, Color.red);

        if (_rockerControl == RockerControl.OtherControl ||
            _rockerControl == RockerControl.ClimbControl)
        {
            //看是否有障碍物
            FPVector directionTarget = (_ufpTransform.position - _ufpTransform.ChangeVec3ToTSVec(_rayPointObj.position)).normalized;
            FP       distance        = FPVector.Distance(_ufpTransform.position, _ufpTransform.ChangeVec3ToTSVec(_rayPointObj.position));
            if (distance > Distance)
            {
                _ufpTransform.Translate(directionTarget * (distance - Distance));
                _ufpTransform.UpdateRotationAndPosition();
            }

            //  Debug.DrawRay(_rayPointObj.position, directionTarget * Distance, Color.black);
            int        layerMask = LayerMask.GetMask(Layers.Render);
            RaycastHit info;
            if (Physics.Raycast(_rayPointObj.position, directionTarget.ToVector(), out info, Distance.AsFloat(), layerMask))  //如果
            {
                //   Debug.Log("info.name::" + info.transform.name);
                if (info.transform.name != transform.name /*&& info.transform.tag != Tags.Ground*/)
                {
                    _ufpTransform.SetPosition(_ufpTransform.ChangeVec3ToTSVec(info.point));
                    //transform.position = info.point;
                }
                if (_rockerControl == RockerControl.OtherControl)
                {
                    _beforeControl = RockerControl.OtherControl;
                }
            }
        }
    }