#6 ship move
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@ -13,24 +13,32 @@ public class Floater : MonoBehaviour
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rb = GetComponent<Rigidbody>();
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}
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public void Update()
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void Update()
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{
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float waveNumber = 2.0f * Mathf.PI / waveGenerator.waveLength;
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float phaseConstant = waveGenerator.speed * waveNumber;
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Vector3 position = rb.position;
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float dotProduct = Vector2.Dot(new Vector2(position.x, position.z), waveGenerator.direction);
|
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|
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// Convert the boat's world position to the wave's local position
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Vector3 localPosition = waveGenerator.transform.InverseTransformPoint(rb.position);
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float dotProduct = Vector2.Dot(new Vector2(localPosition.x, localPosition.z), waveGenerator.direction);
|
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|
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float wavePhase = waveNumber * dotProduct + phaseConstant * Time.time;
|
||||
|
||||
// Calculate the new height
|
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float newY = waveGenerator.amplitude * Mathf.Sin(wavePhase) + boatOffset; // added offset here
|
||||
position.y = newY;
|
||||
float newY = waveGenerator.amplitude * Mathf.Sin(wavePhase) + boatOffset;
|
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localPosition.y = newY;
|
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|
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rb.MovePosition(position);
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// Convert the position back to world coordinates
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rb.MovePosition(waveGenerator.transform.TransformPoint(localPosition));
|
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|
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// get wave's normal
|
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Mesh mesh = waveGenerator.GetComponent<MeshFilter>().mesh;
|
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Vector3 normal = mesh.normals[0];
|
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// Calculate the wave's normal at the boat's position
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Vector3 normal = new Vector3(
|
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-waveGenerator.amplitude * waveNumber * waveGenerator.direction.x * Mathf.Cos(wavePhase),
|
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1.0f,
|
||||
-waveGenerator.amplitude * waveNumber * waveGenerator.direction.y * Mathf.Cos(wavePhase)
|
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).normalized;
|
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|
||||
// Rotate the boat to align with the wave's normal
|
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Quaternion targetRotation = Quaternion.FromToRotation(transform.up, normal) * transform.rotation;
|
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rb.MoveRotation(Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * waveGenerator.speed));
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}
|
||||
|
@ -9,10 +9,11 @@ public class GerstnerWave : MonoBehaviour
|
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public float speed = 1f;
|
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public Vector2 direction = new Vector2(1.0f, 0.0f);
|
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|
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public void Update()
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void Update()
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{
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Mesh mesh = GetComponent<MeshFilter>().mesh;
|
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Vector3[] vertices = mesh.vertices;
|
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Vector3[] normals = mesh.normals;
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float waveNumber = 2.0f * Mathf.PI / waveLength;
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float phaseConstant = speed * waveNumber;
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@ -24,9 +25,32 @@ public class GerstnerWave : MonoBehaviour
|
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float wavePhase = waveNumber * dotProduct + phaseConstant * Time.time;
|
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vertex.y = amplitude * Mathf.Sin(wavePhase);
|
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vertices[i] = vertex;
|
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|
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// Calculate the normal at the vertex
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float cosPhase = Mathf.Cos(wavePhase);
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float dx = -waveNumber * amplitude * direction.x * cosPhase;
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float dz = -waveNumber * amplitude * direction.y * cosPhase;
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normals[i] = new Vector3(dx, 1.0f, dz).normalized;
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}
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mesh.vertices = vertices;
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mesh.RecalculateNormals();
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mesh.normals = normals;
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}
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public Vector3 GetWaveNormal(Vector3 position)
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{
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float waveNumber = 2.0f * Mathf.PI / waveLength;
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float phaseConstant = speed * waveNumber;
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float dotProduct = Vector2.Dot(new Vector2(position.x + transform.position.x, position.z + transform.position.z), direction);
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float wavePhase = waveNumber * dotProduct + phaseConstant * Time.time;
|
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|
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float cosPhase = Mathf.Cos(wavePhase);
|
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|
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// We differentiate the wave function to get the slope at the current point
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float dx = -waveNumber * amplitude * direction.x * cosPhase;
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float dz = -waveNumber * amplitude * direction.y * cosPhase;
|
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Vector3 normal = new Vector3(dx, 1.0f, dz).normalized;
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return normal;
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}
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}
|
@ -5,7 +5,9 @@ namespace _02.Scripts.WaterAndShip
|
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{
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public class Player : MonoBehaviour
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{
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public float speed = 10f;
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public float maxSpeed = 10f;
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public float acceleration = 2f;
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public float deceleration = 2f;
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public float turnSpeed = 10f;
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private Rigidbody rb;
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private Vector2 movementInput;
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@ -22,10 +24,14 @@ namespace _02.Scripts.WaterAndShip
|
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void FixedUpdate()
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{
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Vector3 movement = new Vector3(movementInput.x, 0.0f, movementInput.y);
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// Move the boat
|
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rb.AddForce(movement * speed * Time.fixedDeltaTime, ForceMode.VelocityChange);
|
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// Calculate the desired velocity
|
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Vector3 desiredVelocity = transform.forward * movementInput.y * maxSpeed;
|
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|
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// If moving forward, use acceleration. Otherwise, use deceleration.
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float speedChange = (movementInput.y != 0 ? acceleration : deceleration) * Time.fixedDeltaTime;
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// Adjust the current velocity towards the desired velocity
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rb.velocity = Vector3.MoveTowards(rb.velocity, desiredVelocity, speedChange);
|
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|
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// Rotate the boat
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float turn = movementInput.x;
|
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@ -33,4 +39,4 @@ namespace _02.Scripts.WaterAndShip
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rb.MoveRotation(rb.rotation * turnRotation);
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}
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}
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}
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}
|
Loading…
Reference in New Issue
Block a user