extends MeshInstance tool export var wave1_steepness = 0.5 setget _set_wave1_steepness export var wave1_wavelength = 10.0 setget _set_wave1_wavelength export var wave1_direction = Vector2(1.0,0.0) setget _set_wave1_direction export var wave2_steepness = 0.5 setget _set_wave2_steepness export var wave2_wavelength = 10.0 setget _set_wave2_wavelength export var wave2_direction = Vector2(1.0,0.0) setget _set_wave2_direction export var wave3_steepness = 0.5 setget _set_wave3_steepness export var wave3_wavelength = 10.0 setget _set_wave3_wavelength export var wave3_direction = Vector2(1.0,0.0) setget _set_wave3_direction func _set_wave_prop(idx, prop, val): if val == null: return if idx >= waves.size(): return waves[idx].set(prop,val) _update_wave(0) func _set_wave1_steepness(val): wave1_steepness = val _set_wave_prop(0,"steepness",val) func _set_wave1_wavelength(val): wave1_wavelength = val _set_wave_prop(0,"wavelength",val) func _set_wave1_direction(val): wave1_direction = val _set_wave_prop(0,"direction",val) func _set_wave2_steepness(val): wave2_steepness = val _set_wave_prop(1,"steepness",val) func _set_wave2_wavelength(val): wave2_wavelength = val _set_wave_prop(1,"wavelength",val) func _set_wave2_direction(val): wave2_direction = val _set_wave_prop(1,"direction",val) func _set_wave3_steepness(val): wave3_steepness = val _set_wave_prop(2,"steepness",val) func _set_wave3_wavelength(val): wave3_wavelength = val _set_wave_prop(2,"wavelength",val) func _set_wave3_direction(val): wave3_direction = val _set_wave_prop(2,"direction",val) var _time = 0.0 setget _set_time var waves = [] func _ready(): waves.push_back(Wave.new(wave1_steepness,wave1_wavelength,wave1_direction,_time)) waves.push_back(Wave.new(wave2_steepness,wave2_wavelength,wave2_direction,_time)) waves.push_back(Wave.new(wave3_steepness,wave3_wavelength,wave3_direction,_time)) func _wave_to_quad(wave): return Quat(wave.steepness,wave._k,wave._a,wave._t) func _update_wave(idx): var material = self.get_surface_material(0) material.set_shader_param("wave" + str(idx+1), _wave_to_quad(waves[idx])) material.set_shader_param("wave" + str(idx+1) + "_dir", waves[idx].direction) func _set_time(val): _time = val for idx in waves.size(): waves[idx]._time = _time _update_wave(idx) func _physics_process(delta): self._time += delta func gertsner_wave(pos, idx): if idx >= waves.size(): return 0.0 var wave = waves[idx] var k = wave._k var a = wave._a var t = wave._t var d = wave.direction.normalized() var f = k * (d.dot(Vector2(pos.x,pos.z)) - t) var tmp = a * cos(f) var new_pos = Vector3(d.x * tmp, a * sin(f), d.y * tmp) return new_pos func sample_wave(pos): var new_pos = Vector3(pos.x,0,pos.z) for idx in waves.size(): new_pos += gertsner_wave(pos, idx) return new_pos func height(pos): var old_pos = pos var y = old_pos.y for _i in range(2): var new_pos = sample_wave(old_pos) y = new_pos.y new_pos = old_pos - (new_pos - old_pos) old_pos = new_pos y += self.global_transform.origin.y return y