OldBlueWater/BlueWater/Assets/02.Scripts/WaterAndShip/Gerstner wave/GerstnerWave.cs
2023-08-12 01:21:26 +09:00

61 lines
2.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using Sirenix.OdinInspector;
using UnityEngine;
public class GerstnerWave : MonoBehaviour
{
[InfoBox("파도의 길이를 결정, 값이 클수록 파도 간의 간격이 커짐")]
public float waveLength = 0.1f;
[InfoBox("파도의 높이를 결정, 값이 클수록 파도의 높이가 커짐")]
public float amplitude = 0.1f;
[InfoBox("파도의 속도를 결정, 값이 클수록 파도의 속도가 오름")]
public float speed = 1f;
[InfoBox("파도의 방향을 결정")]
public Vector2 direction = new Vector2(1.0f, 0.0f);
private void Update()
{
var mesh = GetComponent<MeshFilter>().mesh;
var vertices = mesh.vertices;
var normals = mesh.normals;
var waveNumber = 2.0f * Mathf.PI / waveLength;
var phaseConstant = speed * waveNumber;
for (var i = 0; i < vertices.Length; i++)
{
var vertex = vertices[i];
var dotProduct = Vector2.Dot(new Vector2(vertex.x, vertex.z), direction);
var wavePhase = waveNumber * dotProduct + phaseConstant * Time.time;
vertex.y = amplitude * Mathf.Sin(wavePhase);
vertices[i] = vertex;
// Calculate the normal at the vertex
var cosPhase = Mathf.Cos(wavePhase);
var dx = -waveNumber * amplitude * direction.x * cosPhase;
var dz = -waveNumber * amplitude * direction.y * cosPhase;
normals[i] = new Vector3(dx, 1.0f, dz).normalized;
}
mesh.vertices = vertices;
mesh.normals = normals;
}
public Vector3 GetWaveNormal(Vector3 position)
{
var waveNumber = 2.0f * Mathf.PI / waveLength;
var phaseConstant = speed * waveNumber;
var dotProduct = Vector2.Dot(new Vector2(position.x + transform.position.x, position.z + transform.position.z), direction);
var wavePhase = waveNumber * dotProduct + phaseConstant * Time.time;
var cosPhase = Mathf.Cos(wavePhase);
// We differentiate the wave function to get the slope at the current point
var dx = -waveNumber * amplitude * direction.x * cosPhase;
var dz = -waveNumber * amplitude * direction.y * cosPhase;
var normal = new Vector3(dx, 1.0f, dz).normalized;
return normal;
}
}