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Diffstat (limited to 'water/BuoyantBody.gd')
-rw-r--r-- | water/BuoyantBody.gd | 120 |
1 files changed, 120 insertions, 0 deletions
diff --git a/water/BuoyantBody.gd b/water/BuoyantBody.gd new file mode 100644 index 0000000..4a9dc78 --- /dev/null +++ b/water/BuoyantBody.gd @@ -0,0 +1,120 @@ +extends RigidBody +class_name BuoyantBody + +export(NodePath) var water = NodePath("/root/Main/Water") +onready var _water = get_node(water) + +var volume_half = 0.0 +var volume = 0.0 +var bounding_box = [] +var center_of_mass = Vector3.ZERO +var volume_up = Vector3.UP + +onready var inv_gravity = -ProjectSettings.get_setting("physics/3d/default_gravity_vector") * ProjectSettings.get_setting("physics/3d/default_gravity") +const POINT_VOLUME_WEIGHT = 0.125 + +func _ready(): + for c in get_children(): + if c is CollisionShape: + if c.shape is SphereShape: + _init_buoyancy(c.shape.radius,c.shape.radius,c.shape.radius,c.transform) + elif c.shape is CapsuleShape: + _init_buoyancy(c.shape.radius,c.shape.radius,c.shape.height/2.0,c.transform) + elif c.shape is BoxShape: + _init_buoyancy(c.shape.extents.x,c.shape.extents.y,c.shape.extents.z,c.transform) + else: + assert(false,"this collision shape isn't supported for buoyancy") + break + +func _init_buoyancy(x_rad,y_rad,z_rad,xform): + self.volume_half = x_rad * y_rad * z_rad * 4.0 + self.volume = volume_half * 2.0 + var aabb = [ + Vector3(-x_rad,-y_rad,-z_rad), + Vector3(-x_rad,-y_rad, z_rad), + Vector3(-x_rad, y_rad,-z_rad), + Vector3(-x_rad, y_rad, z_rad), + Vector3( x_rad,-y_rad,-z_rad), + Vector3( x_rad,-y_rad, z_rad), + Vector3( x_rad, y_rad,-z_rad), + Vector3( x_rad, y_rad, z_rad) + ] + for p in aabb: + self.bounding_box.push_back(xform * p) + self.center_of_mass = xform * center_of_mass + self.volume_up = (xform.basis * Vector3.UP).normalized() + +func _physics_process(_delta): + #check if points are submerged + #also weight them based on how deep they are to help get a weighted average center point later + var submerged = [] + var sub_weight = [] + var sub_total = 0.0 + for p in bounding_box: + var g_p = self.global_transform * p + var wave_height = _water.height(g_p) + var diff = g_p.y - wave_height + if diff < 0.0: + submerged.push_back(p) + sub_weight.push_back(diff) + sub_total += diff + #if no points are submerged, the whole thing is likely above water + #therefore, no buoyant force is applied + if submerged.size() == 0: + return + #if all points are submerged, the whole thing is likely below water + #so the buoyant force would be the weight of the water displaced by the entire volume + elif submerged.size() == 8: + add_central_force(inv_gravity * volume) + #if only some points are submerged, we need to estimate the amount of the volume displacing water + #the weight of that water is the buoyant force + else: + #we want to apply the buoyant force to the center of mass of the submerged part of the volume + #we can estimate it with a weighted average of the submerged points + var force_pnt = Vector3.ZERO + for p in range(submerged.size()): + force_pnt += submerged[p] * sub_weight[p] + force_pnt /= sub_total + #apply_force uses global rotation but local origin... + force_pnt = self.global_transform.basis * force_pnt + #to estimate the submerged part of the volume, + #we can see how deep into the water the bottom of an axis-aligned bounding box is + #and do an easing and lerp over the volume + var lowest = (self.global_transform * bounding_box[0]).y + for p in bounding_box: + var p_h = (self.global_transform * p).y + if p_h < lowest: + lowest = p_h + var center = self.global_transform * center_of_mass + var depth = _water.height(center) - lowest + #the water isn't a flat plane + #it's possible that some points are submerged, + #but the lowest point of the axis-aligned bounding box isn't actually under water + #in that case, for simplicity, + #just fall back to the old method of applying a small, constant force + #proportional to the number of submerged points + if depth <= 0.0: + add_force(inv_gravity * volume * POINT_VOLUME_WEIGHT * submerged.size(), force_pnt) + #lerp the volume against the depth of the axis-aligned bounding box + #but that lerp is only linear when the actual bounding box is axis-aligned + #for simplicity, we can lerp an easing curve based on how aligned the bounding box is + #on one end, it's linear and on the other it uses a basic exponential easing + #we want to do an inverse exponential ease for the upper half of the volume if it is also submerged + else: + var up = self.global_transform.basis * volume_up + var aligned = up.dot(Vector3.UP) + aligned = abs(aligned) + aligned -= 0.5 + aligned = abs(aligned) + aligned *= 2.0 + var easing_curve = lerp(4.8,1.0,aligned) + var breadth = (center.y - lowest) + depth = clamp(depth,0.0,breadth*2.0) + depth /= breadth + var v = clamp(depth,0.0,1.0) + v = ease(v,easing_curve) + var v2 = clamp(depth-1.0,0.0,1.0) + v2 = 1.0 - ease(1.0 - v2,easing_curve) + v += v2 + v = lerp(0.0,volume_half,v) + add_force(inv_gravity * v, force_pnt) |