吕口*云蛇吞路的特效*程序系统方案
吕口-云蛇吞路的特效 - 程序系统方案
1. 核心概念设计
1.1. 特效描述
· 云蛇形态: 程序化生成的云雾状蛇形生物
· 吞噬行为: 沿路径移动并"吞噬"道路/地形
· 动态效果: 实时变化的体积云 + 扭曲变形
1.2. 技术目标
· Procedural Generation: 程序化生成云蛇形态
· Real-time Performance: 实时渲染性能
· Dynamic Path Following: 动态路径跟随
· Volumetric Rendering: 体积云渲染
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2. 核心系统架构
2.1. Path System - 路径控制系统
class CloudSnakePathController {
public:
// Core Components
SplineComponent* masterSpline;
float currentProgress = 0.0f;
float movementSpeed = 1.0f;
// 路径控制方法
void UpdateHeadPosition(float deltaTime) {
currentProgress += movementSpeed * deltaTime;
Vector3 headPos = masterSpline->GetPositionAtTime(currentProgress);
UpdateAllSystems(headPos);
// 事件系统
delegate void OnPathProgressChanged(float progress);
delegate void OnPathCompleted();
};
2.2. Particle System - 粒子系统
struct CloudParticle {
Vector3 position;
Vector3 velocity;
float size;
float lifeTime;
float noiseOffset;
};
class CloudParticleSystem {
private:
std::vector<CloudParticle> particles;
ComputeShader* particleUpdateCS;
public:
// 发射器配置
void ConfigureEmitter(ParticleEmitterConfig config) {
emissionRate = config.rate;
baseSize = config.size;
lifetime = config.lifetime;
}
// GPU粒子更新
void UpdateParticlesGPU(float deltaTime, Vector3 headPosition) {
particleUpdateCS->SetFloat("DeltaTime", deltaTime);
particleUpdateCS->SetVector("HeadPosition", headPosition);
particleUpdateCS->Dispatch(particleCount / 64, 1, 1);
}
2.3. Dynamic Mesh Generation - 动态网格生成
class VolumetricMeshGenerator {
public:
// 元球(Metaball)系统
struct Metaball {
Vector3 center;
float radius;
float intensity;
};
std::vector<Metaball> activeMetaballs;
// Marching Cubes算法
Mesh GenerateCloudMesh() {
// 在3D网格上运行marching cubes
for (int x = 0; x < gridSize; x++) {
for (int y = 0; y < gridSize; y++) {
for (int z = 0; z < gridSize; z++) {
float density = CalculateDensityAt(x, y, z);
if (density > threshold) {