@icon("uid://dek4dvcv5fyh5") extends RigidBody3D class_name BoatBody3D @export var float_force := 1.0 @export var water_drag := 0.05 @export var water_angular_drag := 0.05 @onready var gravity:float = ProjectSettings.get_setting("physics/3d/default_gravity") @onready var probes = $ProbeContainer.get_children() var submerged := false var is_docked: bool = false @onready var ocean : Ocean = get_tree().get_nodes_in_group("ocean")[0] @export var max_thrust_force: float = 1024 @export var max_steering: float = 128 var steering: float = 0 # steering rudder angle in radians var thrust_force: float = 0 # forward thrust force in Newtons # Called when the node enters the scene tree for the first time. func _ready(): add_to_group("boats") func _physics_process(delta): submerged = false for p in probes: var depth = ocean.get_water_level(p.global_position) - p.global_position.y if depth > 0: submerged = true apply_force(Vector3.UP * float_force * gravity * depth, p.global_position - global_position) apply_central_force(-self.global_transform.basis.z.normalized() * Vector3(1, 0, 1) * thrust_force) apply_torque(Vector3.UP * steering) ##apply_torque(-global_transform.basis.z.normalized() * steering * 0.05) # for sideways motion print("Submerged" + str(submerged)) reset_forces() func _integrate_forces(state: PhysicsDirectBodyState3D): if submerged: state.linear_velocity *= 1 - water_drag state.angular_velocity *= 1 - water_angular_drag func thrust(): if not is_docked: thrust_force = max_thrust_force func steer_right(): if not is_docked: steering = -PI * max_steering func steer_left(): if not is_docked: steering = PI * max_steering func reset_forces(): thrust_force = 0 steering = 0