69 lines
1.6 KiB
GDScript3
69 lines
1.6 KiB
GDScript3
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class_name WaterSurfaceMotion
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extends MeshInstance3D
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const DEFAULT_AMPLITUDE: float = 0.055
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const DEFAULT_CYCLE_SECONDS: float = 7.0
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const DEFAULT_SECONDARY_SWELL: float = 0.18
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const DEFAULT_PHASE_OFFSET: float = 0.0
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@export_range(0.0, 0.2, 0.005, "suffix:m") var amplitude: float = (
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DEFAULT_AMPLITUDE
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)
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@export_range(1.0, 30.0, 0.1, "suffix:s") var cycle_seconds: float = (
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DEFAULT_CYCLE_SECONDS
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)
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@export_range(0.0, 0.5, 0.01) var secondary_swell: float = (
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DEFAULT_SECONDARY_SWELL
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)
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@export_range(0.0, TAU, 0.01, "radians") var phase_offset: float = 0.0
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var _base_height: float
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func _ready() -> void:
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_base_height = position.y
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set_process(amplitude > 0.0)
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func _process(_delta: float) -> void:
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position.y = _base_height + calculate_height_offset(
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_current_time_seconds(),
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amplitude,
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cycle_seconds,
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secondary_swell,
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phase_offset,
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)
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static func get_default_height_offset() -> float:
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return calculate_height_offset(
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_current_time_seconds(),
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DEFAULT_AMPLITUDE,
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DEFAULT_CYCLE_SECONDS,
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DEFAULT_SECONDARY_SWELL,
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DEFAULT_PHASE_OFFSET,
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)
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static func calculate_height_offset(
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time_seconds: float,
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motion_amplitude: float,
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motion_cycle_seconds: float,
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motion_secondary_swell: float,
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motion_phase_offset: float,
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) -> float:
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var safe_cycle := maxf(motion_cycle_seconds, 0.001)
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var phase := (
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fposmod(time_seconds, safe_cycle) / safe_cycle * TAU
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+ motion_phase_offset
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)
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var swell := (
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sin(phase)
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+ sin(phase * 2.0 + 1.1) * motion_secondary_swell
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) / (1.0 + motion_secondary_swell)
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return swell * motion_amplitude
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static func _current_time_seconds() -> float:
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return float(Time.get_ticks_msec()) * 0.001
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