Esempio n. 1
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    protected override void Awake()
    {
        base.Awake();

        //By default, this script will take the render mesh to compute forces. You can override it, using a simpler mesh.
        Mesh m = buoyancyMesh == null?GetComponent <MeshFilter>().mesh : buoyancyMesh;

        //Setting up the cache for the game. Here we use variables with a game-long lifetime.
        WaterCutter.CookCache(m, ref _triangles, ref worldBuffer, ref wetTris, ref dryTris);
    }
Esempio n. 2
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    protected override void FixedUpdate()
    {
        base.FixedUpdate();
        if (rb.IsSleeping())
        {
            return;
        }
        /* It's strongly advised to call these in the FixedUpdate function to prevent some weird behaviors */

        //This will prepare static cache, modifying vertices using rotation and position offset.
        WaterCutter.CookMesh(transform.position, transform.rotation, ref _triangles, ref worldBuffer);

        /*
         *  Now mesh ae reprensented in World position, we can split the mesh, and split tris that are partially submerged.
         *  Here I use a very simple water model, already implemented in the DLL.
         *  You can give your own. See the example in Examples/CustomWater.
         */
        WaterCutter.SplitMesh(worldBuffer, ref wetTris, ref dryTris, out nbrWet, out nbrDry, realist);
        //This function will compute the forces depending on the triangles generated before.
        Archimeds.ComputeAllForces(wetTris, dryTris, nbrWet, nbrDry, speed, rb);
    }