Boat/boat/WalkableBoat.gd

72 lines
1.7 KiB
GDScript

@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