void AddUnderWaterForces() { float Cf = BoatPhysicsMath.ResistanceCoefficient( water, boat.velocity.magnitude, modifyBoatMesh.CalculateUnderWaterLength()); List <SlammingForceData> slammingForceData = modifyBoatMesh.slammingForceData; CalculateSlammingVelocities(slammingForceData); float boatArea = modifyBoatMesh.boatArea; float boatMass = VisbyData.mass; List <int> indexOfOriginalTriangle = modifyBoatMesh.indexOfOriginalTriangle; for (int i = 0; i < underWaterTriangleData.Count; i++) { TriangleData triangleData = underWaterTriangleData[i]; vector3 forceToAdd = Vector3.zero; forceToAdd += BoatPhysicsMath.BuoyancyForce(water, triangleData); forceToAdd += BoatPhysicsMath.ViscousWaterResistanceForce(water, triangleData, Cf); forceToAdd += BoatPhysicsMath.PressureDragForce(triangleData); int originalTriangleIndex = indexOfOriginalTriangle[i]; slammingForceData slammingData = slammingForceData[originalTriangleIndex]; forceToAdd += boatPhysicsMath.SlammingForce(slammingData, triangleData, boatArea, boatMass); boatRB.addForceAtPosition(forceToAdd, triangleData.center); } }
//Add all forces that act on the squares below the water void AddUnderWaterForces() { //The resistance coefficient - same for all triangles float Cf = BoatPhysicsMath.ResistanceCoefficient( rhoWater, boatRB.velocity.magnitude, modifyBoatMesh.CalculateUnderWaterLength()); //To calculate the slamming force we need the velocity at each of the original triangles List <SlammingForceData> slammingForceData = modifyBoatMesh.slammingForceData; CalculateSlammingVelocities(slammingForceData); //Need this data for slamming forces float boatArea = modifyBoatMesh.boatArea; float boatMass = boatRB.mass; //Replace this line with your boat's total mass //To connect the submerged triangles with the original triangles List <int> indexOfOriginalTriangle = modifyBoatMesh.indexOfOriginalTriangle; //Get all triangles List <TriangleData> underWaterTriangleData = modifyBoatMesh.underWaterTriangleData; for (int i = 0; i < underWaterTriangleData.Count; i++) { TriangleData triangleData = underWaterTriangleData[i]; //Calculate the forces Vector3 forceToAdd = Vector3.zero; //Force 1 - The hydrostatic force (buoyancy) forceToAdd += BoatPhysicsMath.BuoyancyForce(rhoWater, triangleData); //Force 2 - Viscous Water Resistance forceToAdd += BoatPhysicsMath.ViscousWaterResistanceForce(rhoWater, triangleData, Cf); //Force 3 - Pressure drag forceToAdd += BoatPhysicsMath.PressureDragForce(triangleData); //Force 4 - Slamming force //Which of the original triangles is this triangle a part of int originalTriangleIndex = indexOfOriginalTriangle[i]; SlammingForceData slammingData = slammingForceData[originalTriangleIndex]; forceToAdd += BoatPhysicsMath.SlammingForce(slammingData, triangleData, boatArea, boatMass); //Add the forces to the boat boatRB.AddForceAtPosition(forceToAdd, triangleData.center); //Debug //Normal //Debug.DrawRay(triangleData.center, triangleData.normal * 3f, Color.white); //Buoyancy //Debug.DrawRay(triangleData.center, BoatPhysicsMath.BuoyancyForce(rhoWater, triangleData).normalized * -3f, Color.blue); //Velocity //Debug.DrawRay(triangleCenter, triangleVelocityDir * 3f, Color.black); //Viscous Water Resistance //Debug.DrawRay(triangleCenter, viscousWaterResistanceForce.normalized * 3f, Color.black); } }