Boat/ocean/ocean.gd

37 lines
1.2 KiB
GDScript

@icon("uid://cbqveb0y8fkiv")
extends MeshInstance3D
class_name OceanTile
var material: ShaderMaterial
var noise: Image
var noise_scale: float
var wave_speed: float
var height_scale: float
var time: float
# Called when the node enters the scene tree for the first time.
func _ready():
add_to_group("ocean",true)
material = mesh.surface_get_material(0)
update()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
time += delta
material.set_shader_parameter("wave_time", time)
func get_water_level(world_position: Vector3) -> float:
var uv_x = wrapf(world_position.x / noise_scale + time * wave_speed, 0, 1)
var uv_y = wrapf(world_position.z / noise_scale + time * wave_speed, 0, 1)
var pixel_pos = Vector2(uv_x * noise.get_width(), uv_y * noise.get_height())
return global_position.y + noise.get_pixelv(pixel_pos).r * height_scale;
func update():
if material != null:
noise = material.get_shader_parameter("wave").noise.get_seamless_image(512, 512)
noise_scale = material.get_shader_parameter("noise_scale")
wave_speed = material.get_shader_parameter("wave_speed")
height_scale = material.get_shader_parameter("height_scale")