add Console panel; fix the problem when cs set Rotation the direction not update; fix some little bug; add simple texture material Edit system;some treaks

This commit is contained in:
2026-03-27 18:02:57 +08:00
parent ef4ea45edc
commit 4266a0b570
56 changed files with 1927 additions and 614 deletions

View File

@ -8,7 +8,9 @@ namespace FPSExample
public float WalkingSpeed = 10.0f;
public float RunSpeed = 20.0f;
public float JumpForce = 50.0f;
public float m_Radius = 0.5f;
public float TorqueStrength = 10.0f;
[NonSerialized]
public float MouseSensitivity = 10.0f;
@ -68,15 +70,20 @@ namespace FPSExample
UpdateRotation(ts);
UpdateCameraTransform();
}
void OnPhysicsUpdate(float fixedTimeStep)
{
UpdateMovement();
}
private void UpdateRotation(float ts)
{
Vec2 currentMousePosition = Input.GetMousePosition();
Vec2 delta = m_LastMousePosition - currentMousePosition;
float m_CurrentYMovement = delta.X * MouseSensitivity * ts;
m_CurrentYMovement = delta.X * MouseSensitivity * ts;
float xRotation = delta.Y * MouseSensitivity * ts;
m_RigidBody.Rotate(new Vec3(0.0f, m_CurrentYMovement, 0.0f));
// m_RigidBody.Rotate(new Vec3(0.0f, m_CurrentYMovement, 0.0f));
if (delta.X != 0 || delta.Y != 0)
{
@ -90,17 +97,25 @@ namespace FPSExample
private void UpdateMovementInput()
{
if (Input.IsKeyPressed(KeyCode.W))
m_MovementDirection.Y += 1.0f;
else if (Input.IsKeyPressed(KeyCode.S))
if (Input.IsKeyPressed(KeyCode.W)){
m_MovementDirection.Y -= 1.0f;
Debug.Log("KeyPressed: W");
}
else if (Input.IsKeyPressed(KeyCode.S)){
m_MovementDirection.Y += 1.0f;
Debug.Log("KeyPressed: S");
}
else
m_MovementDirection.Y = 0.0f;
if(Input.IsKeyPressed(KeyCode.A))
m_MovementDirection.X -= 1.0f;
else if (Input.IsKeyPressed(KeyCode.D))
if(Input.IsKeyPressed(KeyCode.A)){
m_MovementDirection.X += 1.0f;
Debug.Log("KeyPressed: A");
}
else if (Input.IsKeyPressed(KeyCode.D)){
m_MovementDirection.X -= 1.0f;
Debug.Log("KeyPressed: D");
}
else
m_MovementDirection.X = 0.0f;
@ -136,26 +151,64 @@ namespace FPSExample
}
void OnPhysicsUpdate(float fixedTimeStep)
{
UpdateMovement();
}
private void UpdateMovement()
{
m_RigidBody.Rotate(new Vec3(0.0f, m_CurrentYMovement, 0.0f));
Vec3 movement = m_CameraTransform.Transform.Right * m_MovementDirection.X + m_CameraTransform.Transform.Forward * m_MovementDirection.Y;
// 2. 计算期望的移动方向(世界坐标系)
Vec3 desiredDirection = Vec3.Zero;
if (m_MovementDirection.LengthSquared() != 0.0f)
{
Vec3 right = m_CameraTransform.Transform.Right;
Vec3 forward = m_CameraTransform.Transform.Forward;
right.Y = 0; forward.Y = 0;
right.Normalize(); forward.Normalize();
desiredDirection = right * m_MovementDirection.X + forward * m_MovementDirection.Y;
desiredDirection.Normalize();
/*
Vec3 movement = right * m_MovementDirection.X + forward * m_MovementDirection.Y;
movement.Normalize();
Vec3 velocity = movement * m_CurrentSpeed;
velocity.Y = m_RigidBody.GetLinearVelocity().Y;
m_RigidBody.SetLinearVelocity(velocity);
*/
}
Vec3 targetAngularVelocity = Vec3.Zero;
if (desiredDirection.LengthSquared() > 0.01f)
{
Vec3 up = Vec3.Up;
Vec3 rotationAxis = Vec3.Cross(desiredDirection, up).Normalized();
float angularSpeed = 2 * (m_CurrentSpeed / m_Radius);
targetAngularVelocity = rotationAxis * angularSpeed;
Vec3 currentAngular = m_RigidBody.GetAngularVelocity();
Vec3 angularDiff = targetAngularVelocity - currentAngular;
float inertia = 0.4f * m_RigidBody.Mass * m_Radius * m_Radius;
Vec3 torque = angularDiff * inertia * TorqueStrength;
m_RigidBody.AddTorque(torque, RigidBodyComponent.ForceMode.Force);
}
/*
// 3. 获取当前角速度,计算需要调整的差值
Vec3 currentAngular = m_RigidBody.GetAngularVelocity();
Vec3 angularDiff = targetAngularVelocity - currentAngular;
// 4. 施加扭矩:扭矩 = 转动惯量 * 角加速度
// 球体的转动惯量 I = (2/5) * m * r^2 (实心球)
float inertia = TorqueStrength * m_RigidBody.Mass * m_Radius * m_Radius;
// 设定一个系数控制响应速度(可调)
float torqueStrength = 5.0f;
Vec3 torque = angularDiff * inertia * torqueStrength;
m_RigidBody.AddTorque(-torque, RigidBodyComponent.ForceMode.Force);
*/
if (m_ShouldJump && m_Colliding)
{
Debug.Log("Jump");
m_RigidBody.AddForce(Vec3.Up * JumpForce, RigidBodyComponent.ForceMode.Impulse);
m_ShouldJump = false;
}
@ -163,7 +216,7 @@ namespace FPSExample
private void UpdateCameraTransform(){
Vec3 position = m_Transform.Translation + m_CameraTransform.Transform.Forward * CameraForwardOffset;
position.Y += m_Transform.Translation.Y + CameraYOffset;
position.Y += CameraYOffset;
m_CameraTransform.Translation = position;
}
}