Merge remote-tracking branch 'origin/main'

This commit is contained in:
mappy 2023-08-03 14:50:29 +09:00
commit 613cd78fa4
41 changed files with 76998 additions and 282603 deletions

File diff suppressed because it is too large Load Diff

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@ -13,24 +13,32 @@ public class Floater : MonoBehaviour
rb = GetComponent<Rigidbody>();
}
public void Update()
void Update()
{
float waveNumber = 2.0f * Mathf.PI / waveGenerator.waveLength;
float phaseConstant = waveGenerator.speed * waveNumber;
Vector3 position = rb.position;
float dotProduct = Vector2.Dot(new Vector2(position.x, position.z), waveGenerator.direction);
// Convert the boat's world position to the wave's local position
Vector3 localPosition = waveGenerator.transform.InverseTransformPoint(rb.position);
float dotProduct = Vector2.Dot(new Vector2(localPosition.x, localPosition.z), waveGenerator.direction);
float wavePhase = waveNumber * dotProduct + phaseConstant * Time.time;
// Calculate the new height
float newY = waveGenerator.amplitude * Mathf.Sin(wavePhase) + boatOffset; // added offset here
position.y = newY;
float newY = waveGenerator.amplitude * Mathf.Sin(wavePhase) + boatOffset;
localPosition.y = newY;
rb.MovePosition(position);
// Convert the position back to world coordinates
rb.MovePosition(waveGenerator.transform.TransformPoint(localPosition));
// get wave's normal
Mesh mesh = waveGenerator.GetComponent<MeshFilter>().mesh;
Vector3 normal = mesh.normals[0];
// Calculate the wave's normal at the boat's position
Vector3 normal = new Vector3(
-waveGenerator.amplitude * waveNumber * waveGenerator.direction.x * Mathf.Cos(wavePhase),
1.0f,
-waveGenerator.amplitude * waveNumber * waveGenerator.direction.y * Mathf.Cos(wavePhase)
).normalized;
// Rotate the boat to align with the wave's normal
Quaternion targetRotation = Quaternion.FromToRotation(transform.up, normal) * transform.rotation;
rb.MoveRotation(Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * waveGenerator.speed));
}

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@ -9,10 +9,11 @@ public class GerstnerWave : MonoBehaviour
public float speed = 1f;
public Vector2 direction = new Vector2(1.0f, 0.0f);
public void Update()
void Update()
{
Mesh mesh = GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;
Vector3[] normals = mesh.normals;
float waveNumber = 2.0f * Mathf.PI / waveLength;
float phaseConstant = speed * waveNumber;
@ -24,9 +25,32 @@ public class GerstnerWave : MonoBehaviour
float wavePhase = waveNumber * dotProduct + phaseConstant * Time.time;
vertex.y = amplitude * Mathf.Sin(wavePhase);
vertices[i] = vertex;
// Calculate the normal at the vertex
float cosPhase = Mathf.Cos(wavePhase);
float dx = -waveNumber * amplitude * direction.x * cosPhase;
float dz = -waveNumber * amplitude * direction.y * cosPhase;
normals[i] = new Vector3(dx, 1.0f, dz).normalized;
}
mesh.vertices = vertices;
mesh.RecalculateNormals();
mesh.normals = normals;
}
public Vector3 GetWaveNormal(Vector3 position)
{
float waveNumber = 2.0f * Mathf.PI / waveLength;
float phaseConstant = speed * waveNumber;
float dotProduct = Vector2.Dot(new Vector2(position.x + transform.position.x, position.z + transform.position.z), direction);
float wavePhase = waveNumber * dotProduct + phaseConstant * Time.time;
float cosPhase = Mathf.Cos(wavePhase);
// We differentiate the wave function to get the slope at the current point
float dx = -waveNumber * amplitude * direction.x * cosPhase;
float dz = -waveNumber * amplitude * direction.y * cosPhase;
Vector3 normal = new Vector3(dx, 1.0f, dz).normalized;
return normal;
}
}

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@ -5,7 +5,9 @@ namespace _02.Scripts.WaterAndShip
{
public class Player : MonoBehaviour
{
public float speed = 10f;
public float maxSpeed = 10f;
public float acceleration = 2f;
public float deceleration = 2f;
public float turnSpeed = 10f;
private Rigidbody rb;
private Vector2 movementInput;
@ -22,10 +24,14 @@ namespace _02.Scripts.WaterAndShip
void FixedUpdate()
{
Vector3 movement = new Vector3(movementInput.x, 0.0f, movementInput.y);
// Move the boat
rb.AddForce(movement * speed * Time.fixedDeltaTime, ForceMode.VelocityChange);
// Calculate the desired velocity
Vector3 desiredVelocity = transform.forward * movementInput.y * maxSpeed;
// If moving forward, use acceleration. Otherwise, use deceleration.
float speedChange = (movementInput.y != 0 ? acceleration : deceleration) * Time.fixedDeltaTime;
// Adjust the current velocity towards the desired velocity
rb.velocity = Vector3.MoveTowards(rb.velocity, desiredVelocity, speedChange);
// Rotate the boat
float turn = movementInput.x;
@ -33,4 +39,4 @@ namespace _02.Scripts.WaterAndShip
rb.MoveRotation(rb.rotation * turnRotation);
}
}
}
}

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