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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)
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