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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.UI; | |
public class FloatingObject : MonoBehaviour | |
{ | |
Rigidbody rb; | |
// Linearly scales the force of buoyancy | |
// This has to be tuned based on the number of buoyancy points you define, | |
// the mass of your object, and the force of gravity (if you change it). | |
public float buoyancyForce = 1000f; | |
// A value between 0 and 1, higher dampenForce causes rotational energy | |
// to dampen faster. 0.01 seems good in my experience. Not needed if your water | |
// applies a force to your floating objects. | |
public float dampenForce = 0.01f; | |
// The height of your water. | |
// TODO: Be able to find the height of the water below the point | |
// This is easy with static water but very difficult with wavy water and no mesh collider on the water. | |
public float waterHeight = -1.8f; | |
void Awake() { | |
rb = GetComponent<Rigidbody>(); | |
} | |
void FixedUpdate() { | |
Vector3[] objectCorners = ObjectCornersWorldSpace(); | |
ApplyBuoyancyForces(objectCorners); | |
} | |
void ApplyBuoyancyForces(Vector3[] corners) { | |
foreach (Vector3 corner in corners) | |
{ | |
// Squaring this number for a non-linear relationship between depth and buoyancy. | |
float depthInWaterForceFactor = Mathf.Pow(DepthInWater(corner.y), 2); | |
Vector3 force = Vector3.up * (depthInWaterForceFactor * buoyancyForce * Time.deltaTime); | |
rb.AddForceAtPosition(force, corner); | |
} | |
} | |
float DepthInWater(float objHeight){ | |
return Mathf.Abs(waterHeight - objHeight); | |
} | |
void ApplyVelocityDapening() { | |
Vector3 velocity = rb.velocity; | |
velocity = velocity * (1 - dampenForce); | |
rb.velocity = velocity; | |
} | |
// This returns the four bottom corners of a cube in world space. | |
// To use this script with a non-cube, return at least 3 evenly spaced points | |
// on the bottom of your object. | |
Vector3[] ObjectCornersWorldSpace() { | |
Vector3[] vertices = new Vector3[4]; | |
vertices[0] = transform.TransformPoint(new Vector3(.5f, -.5f, -.5f)); | |
vertices[1] = transform.TransformPoint(new Vector3(.5f, -.5f, .5f)); | |
vertices[2] = transform.TransformPoint(new Vector3(-.5f, -.5f, -.5f)); | |
vertices[3] = transform.TransformPoint(new Vector3(-.5f, -.5f, .5f)); | |
return vertices; | |
} | |
} |
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