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authorMalfurious <m@lfurio.us>2022-09-14 03:50:09 -0400
committerMalfurious <m@lfurio.us>2022-09-14 03:50:09 -0400
commit38b247487309ca89bf2d94bb321f12059861db9d (patch)
tree619a3acc15ca7051d5011b2ebaf18284ca1fad72 /water/Water.gd
parent0d930d5548e4f705cf80f9c2334b804ab1359538 (diff)
downloadgodot_wildjam_49-38b247487309ca89bf2d94bb321f12059861db9d.tar.gz
godot_wildjam_49-38b247487309ca89bf2d94bb321f12059861db9d.zip
Consolidate water-related assets
Stray files are moved into a new directory. The water MeshInstance is made into a new scene, as I will be adding components to it.
Diffstat (limited to 'water/Water.gd')
-rw-r--r--water/Water.gd113
1 files changed, 113 insertions, 0 deletions
diff --git a/water/Water.gd b/water/Water.gd
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index 0000000..da7666c
--- /dev/null
+++ b/water/Water.gd
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+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
+ #self._time = 0.0
+
+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