@icon("uid://dek4dvcv5fyh5") extends RigidBody3D class_name BoatBody3D @export var float_force := 20.0 @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 @export var ocean : OceanTile @export var max_thrust_force: float = 2048*3.0 @export var max_steering: float = 50.0 var steering: float = 0 # steering rudder angle in radians var thrust_force: float = 0 # forward thrust force in Newtons var cam_rotation:Vector3 func _process(_delta): if Input.get_action_strength("move_forward") > 0.0: thrust() if Input.get_action_strength("turn_right") > 0.0: steer_right() if Input.get_action_strength("turn_left") > 0.0: steer_left() if Input.get_action_strength("camera_left") > 0.0: cam_rotation += Vector3(0.0,1.0,0.0)*_delta if Input.get_action_strength("camera_right") > 0.0: cam_rotation += Vector3(0.0,-1.0,0.0)*_delta # Called when the node enters the scene tree for the first time. func _ready(): add_to_group("boats",true) func _physics_process(delta): submerged = false for p in probes: if p.visible == true: 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) #print("Applying force: "+str(Vector3.UP * float_force * gravity * depth)+" at "+ str(p.position) +"("+str(p)+")") ## Code for user-input movement apply_central_force(self.global_transform.basis.x.normalized() * Vector3(1, 0, 1) * thrust_force * delta) #apply_torque(Vector3.UP * steering * delta) apply_torque(global_transform.basis.y.normalized() * steering * 0.05) # for sideways motion reset_forces() func _integrate_forces(state: PhysicsDirectBodyState3D): if submerged: state.linear_velocity *= 1 - water_drag state.angular_velocity *= 1 - water_angular_drag func thrust(_strength:=1.0): if not is_docked: thrust_force = max_thrust_force func steer_right(_strength:=1.0): if not is_docked: steering = -PI * max_steering func steer_left(_strength:=1.0): if not is_docked: steering = PI * max_steering func reset_forces(): thrust_force = 0 steering = 0