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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
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
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