Exemplo n.º 1
0
    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);
        }
    }
Exemplo n.º 2
0
    //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 = gameObject.GetComponent <Rigidbody>().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);
            //Debug.Log(BoatPhysicsMath.SlammingForce(slammingData, triangleData, boatArea, boatMass));

            //Add the forces to the boat
            //Debug.Log("Adding force: " + forceToAdd + " to triangle " + i);
            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, 2f, true);

            //Velocity
            //Debug.DrawRay(triangleCenter, triangleVelocityDir * 3f, Color.black);

            //Viscous Water Resistance
            //Debug.DrawRay(triangleCenter, viscousWaterResistanceForce.normalized * 3f, Color.black);
        }
    }