├── .gitignore ├── Buoyancy ├── Assets │ ├── Demo.meta │ ├── Demo │ │ ├── Models.meta │ │ ├── Models │ │ │ ├── Drum_empty.prefab │ │ │ ├── Drum_empty.prefab.meta │ │ │ ├── Drum_full.prefab │ │ │ ├── Drum_full.prefab.meta │ │ │ ├── Metal_drum.meta │ │ │ ├── Metal_drum │ │ │ │ ├── Materials.meta │ │ │ │ ├── Materials │ │ │ │ │ ├── drum_ao.mat │ │ │ │ │ ├── drum_ao.mat.meta │ │ │ │ │ ├── drum_diff.mat │ │ │ │ │ ├── drum_diff.mat.meta │ │ │ │ │ ├── drum_height.mat │ │ │ │ │ ├── drum_height.mat.meta │ │ │ │ │ ├── drum_normal.mat │ │ │ │ │ └── drum_normal.mat.meta │ │ │ │ ├── drum.mat │ │ │ │ ├── drum.mat.meta │ │ │ │ ├── drum_ao.tga │ │ │ │ ├── drum_ao.tga.meta │ │ │ │ ├── drum_b.mat │ │ │ │ ├── drum_b.mat.meta │ │ │ │ ├── drum_diff.png │ │ │ │ ├── drum_diff.png.meta │ │ │ │ ├── drum_height.tga │ │ │ │ ├── drum_height.tga.meta │ │ │ │ ├── drum_normal.png │ │ │ │ ├── drum_normal.png.meta │ │ │ │ ├── mesh.FBX │ │ │ │ ├── mesh.FBX.meta │ │ │ │ ├── proxy.FBX │ │ │ │ └── proxy.FBX.meta │ │ │ ├── NCGC_VAKTA.meta │ │ │ ├── NCGC_VAKTA │ │ │ │ ├── Materials.meta │ │ │ │ ├── Materials │ │ │ │ │ ├── No Name.mat │ │ │ │ │ ├── No Name.mat.meta │ │ │ │ │ ├── VAKTA_body.mat │ │ │ │ │ ├── VAKTA_body.mat.meta │ │ │ │ │ ├── VAKTA_floor.mat │ │ │ │ │ ├── VAKTA_floor.mat.meta │ │ │ │ │ ├── VAKTA_glass.mat │ │ │ │ │ ├── VAKTA_glass.mat.meta │ │ │ │ │ ├── VAKTA_hull.mat │ │ │ │ │ ├── VAKTA_hull.mat.meta │ │ │ │ │ ├── VAKTA_inside.mat │ │ │ │ │ ├── VAKTA_inside.mat.meta │ │ │ │ │ ├── VAKTA_metal.mat │ │ │ │ │ ├── VAKTA_metal.mat.meta │ │ │ │ │ ├── VAKTA_props.mat │ │ │ │ │ ├── VAKTA_props.mat.meta │ │ │ │ │ ├── VATKA_safety.mat │ │ │ │ │ ├── VATKA_safety.mat.meta │ │ │ │ │ ├── body.meta │ │ │ │ │ ├── body │ │ │ │ │ │ ├── body_ao.tga │ │ │ │ │ │ ├── body_ao.tga.meta │ │ │ │ │ │ ├── body_diff.tga │ │ │ │ │ │ ├── body_diff.tga.meta │ │ │ │ │ │ ├── body_height.tga │ │ │ │ │ │ ├── body_height.tga.meta │ │ │ │ │ │ ├── body_normal.tga │ │ │ │ │ │ └── body_normal.tga.meta │ │ │ │ │ ├── floor.meta │ │ │ │ │ ├── floor │ │ │ │ │ │ ├── floor_ao.tga │ │ │ │ │ │ ├── floor_ao.tga.meta │ │ │ │ │ │ ├── floor_diff.tga │ │ │ │ │ │ ├── floor_diff.tga.meta │ │ │ │ │ │ ├── floor_height.tga │ │ │ │ │ │ ├── floor_height.tga.meta │ │ │ │ │ │ ├── floor_normal.tga │ │ │ │ │ │ └── floor_normal.tga.meta │ │ │ │ │ ├── hull.meta │ │ │ │ │ ├── hull │ │ │ │ │ │ ├── hull_ao.tga │ │ │ │ │ │ ├── hull_ao.tga.meta │ │ │ │ │ │ ├── hull_diff.tga │ │ │ │ │ │ ├── hull_diff.tga.meta │ │ │ │ │ │ ├── hull_height.png │ │ │ │ │ │ ├── hull_height.png.meta │ │ │ │ │ │ ├── hull_normal.tga │ │ │ │ │ │ └── hull_normal.tga.meta │ │ │ │ │ ├── props.meta │ │ │ │ │ ├── props │ │ │ │ │ │ ├── props_ao.jpg │ │ │ │ │ │ ├── props_ao.jpg.meta │ │ │ │ │ │ ├── props_diffuse.jpg │ │ │ │ │ │ ├── props_diffuse.jpg.meta │ │ │ │ │ │ ├── props_normal.jpg │ │ │ │ │ │ ├── props_normal.jpg.meta │ │ │ │ │ │ ├── props_roughness.jpg │ │ │ │ │ │ └── props_roughness.jpg.meta │ │ │ │ │ ├── safety.meta │ │ │ │ │ └── safety │ │ │ │ │ │ ├── safety_ao.tga │ │ │ │ │ │ ├── safety_ao.tga.meta │ │ │ │ │ │ ├── safety_diff.tga │ │ │ │ │ │ ├── safety_diff.tga.meta │ │ │ │ │ │ ├── safety_height.png │ │ │ │ │ │ ├── safety_height.png.meta │ │ │ │ │ │ ├── safety_normal.tga │ │ │ │ │ │ └── safety_normal.tga.meta │ │ │ │ ├── NGCS_VAKTA.FBX │ │ │ │ ├── NGCS_VAKTA.FBX.meta │ │ │ │ ├── floor_proxy.FBX │ │ │ │ ├── floor_proxy.FBX.meta │ │ │ │ ├── hull_proxy.FBX │ │ │ │ ├── hull_proxy.FBX.meta │ │ │ │ ├── propellers.FBX │ │ │ │ └── propellers.FBX.meta │ │ │ ├── NCGS_VAKTA.prefab │ │ │ ├── NCGS_VAKTA.prefab.meta │ │ │ ├── OldBoat.3ds │ │ │ ├── OldBoat.3ds.meta │ │ │ ├── PROXY_MLT.mat │ │ │ ├── PROXY_MLT.mat.meta │ │ │ ├── Sea.meta │ │ │ ├── Sea.prefab │ │ │ ├── Sea.prefab.meta │ │ │ └── Sea │ │ │ │ ├── Materials.meta │ │ │ │ ├── Materials │ │ │ │ ├── ocean_floor.mat │ │ │ │ ├── ocean_floor.mat.meta │ │ │ │ ├── sand_diff.mat │ │ │ │ └── sand_diff.mat.meta │ │ │ │ ├── Sand.mat │ │ │ │ ├── Sand.mat.meta │ │ │ │ ├── Sea.mat │ │ │ │ ├── Sea.mat.meta │ │ │ │ ├── Sea_100_100.FBX │ │ │ │ ├── Sea_100_100.FBX.meta │ │ │ │ ├── sand_diff.tga │ │ │ │ ├── sand_diff.tga.meta │ │ │ │ ├── sand_normal.tga │ │ │ │ ├── sand_normal.tga.meta │ │ │ │ ├── sea_test.mat │ │ │ │ ├── sea_test.mat.meta │ │ │ │ ├── waves_noise.png │ │ │ │ └── waves_noise.png.meta │ │ ├── Scripts.meta │ │ ├── Scripts │ │ │ ├── ArchimedsLab.dll │ │ │ ├── ArchimedsLab.dll.meta │ │ │ ├── BoatEngine.meta │ │ │ ├── BoatEngine │ │ │ │ ├── BoatController.cs │ │ │ │ ├── BoatController.cs.meta │ │ │ │ ├── BoatEngine.cs │ │ │ │ └── BoatEngine.cs.meta │ │ │ ├── Ocean.meta │ │ │ ├── Ocean │ │ │ │ ├── OceanAdvanced.cs │ │ │ │ ├── OceanAdvanced.cs.meta │ │ │ │ ├── WakeGenerator.cs │ │ │ │ └── WakeGenerator.cs.meta │ │ │ ├── Orbital.cs │ │ │ ├── Orbital.cs.meta │ │ │ ├── Util.meta │ │ │ └── Util │ │ │ │ ├── Proxies.cs │ │ │ │ └── Proxies.cs.meta │ │ ├── Shaders.meta │ │ ├── Shaders │ │ │ ├── Ocean.shader │ │ │ ├── Ocean.shader.meta │ │ │ ├── OceanAdvanced.shader │ │ │ ├── OceanAdvanced.shader.meta │ │ │ ├── WaterToolBox.cginc │ │ │ ├── WaterToolBox.cginc.meta │ │ │ ├── foam2bc.jpg │ │ │ ├── foam2bc.jpg.meta │ │ │ ├── test.mat │ │ │ └── test.mat.meta │ │ ├── demo.unity │ │ └── demo.unity.meta │ ├── Scripts.meta │ └── Scripts │ │ ├── BuoyancyComponent.cs │ │ ├── BuoyancyComponent.cs.meta │ │ ├── BuoyancyComponentInspector.cs │ │ ├── BuoyancyComponentInspector.cs.meta │ │ ├── Debug.meta │ │ ├── Debug │ │ ├── DisplayWorker.cs │ │ └── DisplayWorker.cs.meta │ │ ├── Math.meta │ │ ├── Math │ │ ├── HullMath.cs │ │ ├── HullMath.cs.meta │ │ ├── TriangleMath.cs │ │ ├── TriangleMath.cs.meta │ │ ├── WaterMath.cs │ │ └── WaterMath.cs.meta │ │ ├── MeshWorker.meta │ │ ├── MeshWorker │ │ ├── TriangleParser.cs │ │ └── TriangleParser.cs.meta │ │ ├── Physics.meta │ │ ├── Physics │ │ ├── AirResistanceForce.cs │ │ ├── AirResistanceForce.cs.meta │ │ ├── ArchimedForce.cs │ │ ├── ArchimedForce.cs.meta │ │ ├── ForceFabric.cs │ │ ├── ForceFabric.cs.meta │ │ ├── IForce.cs │ │ ├── IForce.cs.meta │ │ ├── PressureForces.cs │ │ ├── PressureForces.cs.meta │ │ ├── WaterResistanceForces.cs │ │ └── WaterResistanceForces.cs.meta │ │ ├── Struct.meta │ │ └── Struct │ │ ├── HullTriangles.cs │ │ ├── HullTriangles.cs.meta │ │ ├── Triangle.cs │ │ └── Triangle.cs.meta ├── ClassDiagram1.cd ├── Logs │ └── Packages-Update.log ├── Packages │ └── manifest.json └── ProjectSettings │ ├── AudioManager.asset │ ├── ClusterInputManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshAreas.asset │ ├── NetworkManager.asset │ ├── Physics2DSettings.asset │ ├── PresetManager.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── TagManager.asset │ ├── TimeManager.asset │ ├── UnityConnectSettings.asset │ ├── VFXManager.asset │ └── XRSettings.asset ├── LICENSE.txt ├── NOTICE.txt ├── README.md └── readme ├── 1.gif ├── 2.gif ├── 3.gif ├── 4.gif ├── 5.gif ├── 6.gif └── README-rus.md /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | .vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | *.opendb 26 | 27 | # Unity3D generated meta files 28 | *.pidb.meta 29 | *.pdb.meta 30 | 31 | # Unity3D Generated File On Crash Reports 32 | sysinfo.txt 33 | 34 | # Builds 35 | *.apk 36 | *.unitypackage 37 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Demo.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b59c8de99c5aeb445b431d4e938ca97b 3 | folderAsset: yes 4 | 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 62996ef0702e66641be395ed489efab1 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Demo/Scripts/BoatEngine/BoatController.cs: -------------------------------------------------------------------------------- 1 | /* 2 | Copyright 2019 Maksim Petrov 3 | 4 | Licensed under the Apache License, Version 2.0 (the "License"); 5 | you may not use this file except in compliance with the License. 6 | You may obtain a copy of the License at 7 | 8 | http://www.apache.org/licenses/LICENSE-2.0 9 | 10 | Unless required by applicable law or agreed to in writing, software 11 | distributed under the License is distributed on an "AS IS" BASIS, 12 | WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 | See the License for the specific language governing permissions and 14 | limitations under the License. 15 | */ 16 | 17 | using UnityEngine; 18 | using UnityEditor; 19 | 20 | namespace Demo.BoatEngine 21 | { 22 | public class BoatController : MonoBehaviour 23 | { 24 | private BoatEngine engine = null; 25 | 26 | void Awake() 27 | { 28 | engine = GetComponent(); 29 | } 30 | 31 | private void FixedUpdate() 32 | { 33 | if (Input.GetKey(KeyCode.W)) 34 | engine.MoveForward(); 35 | if (Input.GetKey(KeyCode.S)) 36 | engine.MoveBackward(); 37 | if (Input.GetKey(KeyCode.A)) 38 | engine.TurnLeft(); 39 | if (Input.GetKey(KeyCode.D)) 40 | engine.TurnRight(); 41 | } 42 | } 43 | } 44 | 45 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Demo/Scripts/BoatEngine/BoatController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 122388b4a523b2f489e9cda0f0dec8e1 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Demo/Scripts/BoatEngine/BoatEngine.cs: -------------------------------------------------------------------------------- 1 | /* 2 | Copyright 2019 Maksim Petrov 3 | 4 | Licensed under the Apache License, Version 2.0 (the "License"); 5 | you may not use this file except in compliance with the License. 6 | You may obtain a copy of the License at 7 | 8 | http://www.apache.org/licenses/LICENSE-2.0 9 | 10 | Unless required by applicable law or agreed to in writing, software 11 | distributed under the License is distributed on an "AS IS" BASIS, 12 | WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 | See the License for the specific language governing permissions and 14 | limitations under the License. 15 | */ 16 | 17 | using UnityEngine; 18 | using UnityEditor; 19 | 20 | namespace Demo.BoatEngine 21 | { 22 | public class BoatEngine : MonoBehaviour 23 | { 24 | public Transform engine; 25 | public Transform rudder; 26 | public float forceMax; 27 | public float forceIncrease; 28 | public float forceDamping; 29 | 30 | private float forceCurrent = 0f; 31 | private float ForceCurrent 32 | { 33 | get 34 | { 35 | return forceCurrent; 36 | } 37 | set 38 | { 39 | if (Mathf.Abs(value) <= forceMax) 40 | forceCurrent = value; 41 | } 42 | } 43 | private float angle; 44 | private const float animationSpeed = 3000; 45 | private Rigidbody rb; 46 | 47 | void Awake() 48 | { 49 | rb = GetComponent(); 50 | } 51 | 52 | void Update() 53 | { 54 | AnimateEngine(); 55 | AnimateRudder(); 56 | } 57 | 58 | private void FixedUpdate() 59 | { 60 | rb.AddForceAtPosition(Quaternion.Euler(0, angle, 0) * engine.forward * ForceCurrent, engine.position); 61 | Damping(); 62 | } 63 | 64 | public void MoveForward() 65 | { 66 | ForceCurrent += forceIncrease; 67 | } 68 | 69 | public void MoveBackward() 70 | { 71 | ForceCurrent -= forceIncrease; 72 | } 73 | 74 | public void TurnRight() 75 | { 76 | angle -= 0.9F; 77 | angle = Mathf.Clamp(angle, -90F, 90F); 78 | } 79 | 80 | public void TurnLeft() 81 | { 82 | angle += 0.9F; 83 | angle = Mathf.Clamp(angle, -90F, 90F); 84 | } 85 | 86 | private void AnimateEngine() 87 | { 88 | float rotateAngle = (Mathf.Abs(ForceCurrent) / forceMax) * animationSpeed * Time.deltaTime; 89 | engine.localRotation = Quaternion.Euler(engine.localRotation.eulerAngles + new Vector3(0, 0, -rotateAngle)); 90 | } 91 | 92 | private void AnimateRudder() 93 | { 94 | angle = Mathf.Lerp(angle, 0.0F, 0.02F); 95 | rudder.localRotation = Quaternion.Euler(0, angle, 0); 96 | } 97 | 98 | private void Damping() 99 | { 100 | float preDampedForce = Mathf.Abs(ForceCurrent) - forceDamping; 101 | ForceCurrent = Mathf.Sign(ForceCurrent) * preDampedForce; 102 | } 103 | } 104 | } 105 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Demo/Scripts/BoatEngine/BoatEngine.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4ab7512622a4b724a9a2fad6e580ac48 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Demo/Scripts/Ocean.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 12ca230c24d40714d970e93aa84583bd 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Demo/Scripts/Ocean/OceanAdvanced.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1ba5eef4493f04143b61cd5157c9aede 3 | timeCreated: 1483725963 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Demo/Scripts/Ocean/WakeGenerator.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using Demo.Ocean; 4 | 5 | namespace Demo.Ocean 6 | { 7 | public class WakeGenerator : MonoBehaviour 8 | { 9 | public Vector3 offset; 10 | 11 | private OceanAdvanced ocean; 12 | private Vector3 last_position; 13 | private float speed; 14 | 15 | void Awake() 16 | { 17 | ocean = FindObjectOfType(); 18 | speed = 0.0F; 19 | last_position = transform.position; 20 | } 21 | 22 | void Update() 23 | { 24 | speed = (transform.position - last_position).magnitude / Time.deltaTime; 25 | last_position = transform.position; 26 | if (Time.time % 0.2F < 0.01F) 27 | { 28 | Vector3 p = transform.position + transform.rotation * offset; 29 | if (OceanAdvanced.GetWaterHeight(p) > p.y) 30 | ocean.RegisterInteraction(p, Mathf.Clamp01(speed / 15.0F) * 0.5F); 31 | } 32 | } 33 | 34 | void OnDrawGizmos() 35 | { 36 | Gizmos.color = Color.cyan; 37 | Gizmos.DrawWireSphere(transform.position + transform.rotation * offset, 0.5F); 38 | } 39 | } 40 | } 41 | 42 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Demo/Scripts/Ocean/WakeGenerator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c04ac0f188016a74ba6ea3826ce4b603 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Demo/Scripts/Orbital.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class Orbital : MonoBehaviour 5 | { 6 | public Transform target; 7 | Vector3 lastPosition; 8 | Vector3 direction; 9 | float distance; 10 | 11 | Vector3 movement; 12 | Vector3 rotation; 13 | 14 | void Awake () 15 | { 16 | direction = new Vector3(0, 0, (target.position - transform.position).magnitude); 17 | transform.SetParent(target); 18 | lastPosition = Input.mousePosition; 19 | 20 | } 21 | 22 | void Update () 23 | { 24 | Vector3 mouseDelta = Input.mousePosition - lastPosition; 25 | if (Input.GetMouseButton(0)) 26 | movement += new Vector3(mouseDelta.x * 0.1f, mouseDelta.y * 0.05f, 0F); 27 | movement.z += Input.GetAxis("Mouse ScrollWheel") * -2.5F; 28 | 29 | rotation += movement; 30 | rotation.x = rotation.x % 360.0f; 31 | rotation.y = Mathf.Clamp(rotation.y, -80F, -10F); 32 | 33 | //direction.z = Mathf.Clamp(direction.z - movement.z * 50F, 15F, 180F); 34 | direction.z = Mathf.Clamp(movement.z + direction.z, 15F, 100F); 35 | transform.position = target.position + Quaternion.Euler(180F - rotation.y, rotation.x, 0) * direction; 36 | transform.LookAt(target.position); 37 | 38 | lastPosition = Input.mousePosition; 39 | movement *= 0.9F; 40 | 41 | 42 | } 43 | } 44 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Demo/Scripts/Orbital.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6a279eae35a2c0d459fe5096f9271c84 3 | timeCreated: 1483820384 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Demo/Scripts/Util.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6173cb332a8a5694a8436d22b2381db0 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Demo/Scripts/Util/Proxies.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | namespace Demo.Util 5 | { 6 | public class Proxies : MonoBehaviour 7 | { 8 | void Awake() 9 | { 10 | Destroy(GetComponent()); 11 | Destroy(GetComponent()); 12 | Destroy(this); 13 | } 14 | } 15 | } 16 | 17 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Demo/Scripts/Util/Proxies.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0e99c37ca4cf85a478ce39b059fdad0a 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Demo/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a37d0721c34a6c843bcf6916f7fb2a5a 3 | folderAsset: yes 4 | timeCreated: 1461168919 5 | licenseType: Store 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Demo/Shaders/Ocean.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f3dbafc5d4173774f9e4400868f1a3e6 3 | timeCreated: 1461168966 4 | licenseType: Store 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Demo/Shaders/OceanAdvanced.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3526aa52ae7f2474aa94f6e3afa4d2e5 3 | timeCreated: 1483719710 4 | licenseType: Store 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Demo/Shaders/WaterToolBox.cginc: -------------------------------------------------------------------------------- 1 | #ifndef WATER_TOOLBOX 2 | #define WATER_TOOLBOX 3 | 4 | #include "UnityCG.cginc" 5 | 6 | 7 | inline half3 PerPixelNormal(sampler2D bumpMap, half4 coords, half3 vertexNormal, half bumpStrength) 8 | { 9 | half3 bump = (UnpackNormal(tex2D(bumpMap, coords.xy)) + UnpackNormal(tex2D(bumpMap, coords.zw))) * 0.5; 10 | half3 worldNormal = vertexNormal + bump.xxy * bumpStrength * half3(1,0,1); 11 | return normalize(worldNormal); 12 | } 13 | 14 | inline half Fresnel(half3 viewVector, half3 worldNormal, half bias, half power) 15 | { 16 | half facing = clamp(1.0-max(dot(-viewVector, worldNormal), 0.0), 0.0,1.0); 17 | half refl2Refr = saturate(bias+(1.0-bias) * pow(facing,power)); 18 | return refl2Refr; 19 | } 20 | 21 | inline void ComputeScreenAndGrabPassPos (float4 pos, out float4 screenPos, out float4 grabPassPos) 22 | { 23 | #if UNITY_UV_STARTS_AT_TOP 24 | float scale = -1.0; 25 | #else 26 | float scale = 1.0f; 27 | #endif 28 | 29 | screenPos = ComputeScreenPos(pos); 30 | grabPassPos.xy = ( float2( pos.x, pos.y*scale ) + pos.w ) * 0.5; 31 | grabPassPos.zw = pos.zw; 32 | } 33 | 34 | inline float waterHeight(float _WaveLengthInverse, float _Intensity, float _Periode, half2 p) 35 | { 36 | p *= _WaveLengthInverse; 37 | float v = (cos(_Time.y * _Periode + p.x) + sin(_Time.y * _Periode + p.y)) * _Intensity * 0.25; 38 | return v; 39 | } 40 | 41 | 42 | 43 | 44 | 45 | 46 | inline float4 WaterHeightAt(float4 pos) 47 | { 48 | pos.y = 5; 49 | return pos; 50 | } 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | #endif -------------------------------------------------------------------------------- /Buoyancy/Assets/Demo/Shaders/WaterToolBox.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ce34e924462c00949bc89cc8a01b3d47 3 | 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/Buoyancy/Assets/Scripts/Debug/DisplayWorker.cs: -------------------------------------------------------------------------------- 1 | /* 2 | Copyright 2019 Maksim Petrov 3 | 4 | Licensed under the Apache License, Version 2.0 (the "License"); 5 | you may not use this file except in compliance with the License. 6 | You may obtain a copy of the License at 7 | 8 | http://www.apache.org/licenses/LICENSE-2.0 9 | 10 | Unless required by applicable law or agreed to in writing, software 11 | distributed under the License is distributed on an "AS IS" BASIS, 12 | WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 | See the License for the specific language governing permissions and 14 | limitations under the License. 15 | */ 16 | 17 | using System.Collections.Generic; 18 | using UnityEngine; 19 | using Buoyancy.Struct; 20 | 21 | namespace Buoyancy.Debug 22 | { 23 | /// 24 | /// Methods for debugging in Unity Editor 25 | /// 26 | public static class DisplayWorker 27 | { 28 | public static void DisplayTriangles(List triangles) 29 | { 30 | foreach (Triangle triangle in triangles) 31 | { 32 | UnityEngine.Debug.DrawLine(triangle.A, triangle.B, Color.red); 33 | UnityEngine.Debug.DrawLine(triangle.B, triangle.C, Color.red); 34 | UnityEngine.Debug.DrawLine(triangle.A, triangle.C, Color.red); 35 | } 36 | } 37 | 38 | public static void DisplayForce(Vector3 point, Vector3 force) 39 | { 40 | UnityEngine.Debug.DrawRay(point, force.normalized, Color.white); 41 | } 42 | } 43 | } 44 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Scripts/Debug/DisplayWorker.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 939e4e16e53bf0046a489553a8f78216 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Scripts/Math.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a0e2343d6c5450e49970b535ec0b2a4b 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Scripts/Math/HullMath.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 82f532f0e712d2f4c88cb9df003f9f01 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Scripts/Math/TriangleMath.cs: -------------------------------------------------------------------------------- 1 | /* 2 | Copyright 2019 Maksim Petrov 3 | 4 | Licensed under the Apache License, Version 2.0 (the "License"); 5 | you may not use this file except in compliance with the License. 6 | You may obtain a copy of the License at 7 | 8 | http://www.apache.org/licenses/LICENSE-2.0 9 | 10 | Unless required by applicable law or agreed to in writing, software 11 | distributed under the License is distributed on an "AS IS" BASIS, 12 | WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 | See the License for the specific language governing permissions and 14 | limitations under the License. 15 | */ 16 | 17 | using UnityEngine; 18 | using Buoyancy.Struct; 19 | 20 | namespace Buoyancy.Math 21 | { 22 | /// 23 | /// Lib with all calculations for Triangle struct 24 | /// 25 | public static class TriangleMath 26 | { 27 | public static Vector3 GetCenter(Triangle triangle) 28 | { 29 | var center = new Vector3( 30 | (triangle.A.x + triangle.B.x + triangle.C.x) / 3f, 31 | (triangle.A.y + triangle.B.y + triangle.C.y) / 3f, 32 | (triangle.A.z + triangle.B.z + triangle.C.z) / 3f 33 | ); 34 | return center; 35 | } 36 | 37 | public static Vector3 GetNormal(Triangle triangle) 38 | { 39 | var plane = new Plane(triangle.A, triangle.B, triangle.C); 40 | return plane.normal; 41 | } 42 | 43 | public static float GetSquare(Triangle triangle) 44 | { 45 | Vector3 AC = triangle.C - triangle.A; 46 | Vector3 AB = triangle.B - triangle.A; 47 | Vector3 cross = Vector3.Cross(AC, AB); 48 | float square = Mathf.Abs(cross.magnitude) / 2f; 49 | return square; 50 | } 51 | } 52 | } 53 | 54 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Scripts/Math/TriangleMath.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 49bd3aae82770e84cbb25ea32f8679a2 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Scripts/Math/WaterMath.cs: -------------------------------------------------------------------------------- 1 | /* 2 | Copyright 2019 Maksim Petrov 3 | 4 | Licensed under the Apache License, Version 2.0 (the "License"); 5 | you may not use this file except in compliance with the License. 6 | You may obtain a copy of the License at 7 | 8 | http://www.apache.org/licenses/LICENSE-2.0 9 | 10 | Unless required by applicable law or agreed to in writing, software 11 | distributed under the License is distributed on an "AS IS" BASIS, 12 | WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 | See the License for the specific language governing permissions and 14 | limitations under the License. 15 | */ 16 | 17 | using System.Collections.Generic; 18 | using UnityEngine; 19 | using Demo.Ocean; 20 | using System; 21 | 22 | namespace Buoyancy.Math 23 | { 24 | /// 25 | /// Calculations with water. 26 | /// 27 | public static class WaterMath 28 | { 29 | /// 30 | /// Parameter for cache that shows interval of Y coordinate between two points 31 | /// in cache array. 32 | /// 33 | /// 34 | /// If two points have less than heightMapKeyInterval Y - coordinate 35 | /// then 2nd point will not use outer function of depth and distance to water 36 | /// of 2nd point will be same with 1st 37 | /// 38 | public static float heightMapKeyInterval = 1000f; 39 | /// 40 | /// Cache of calls for function that calculates depth of any point 41 | /// 42 | public static Dictionary caсheHeightMap = new Dictionary(); 43 | /// 44 | /// Outer function of depth - get distance point in params to waterline 45 | /// 46 | public static Func GetWaterHeight; 47 | 48 | public static float DistanceToWater(Vector3 point) 49 | { 50 | int key = GetHeightMapKey(point); 51 | if (!caсheHeightMap.ContainsKey(key)) 52 | { 53 | float waterHeight = GetWaterHeight(point); 54 | float distanceToWater = point.y - waterHeight; 55 | caсheHeightMap.Add(key, distanceToWater); 56 | } 57 | return caсheHeightMap[key]; 58 | } 59 | 60 | private static int GetHeightMapKey(Vector3 point) 61 | { 62 | int key = (int)(point.y * heightMapKeyInterval); 63 | return key; 64 | } 65 | } 66 | } 67 | 68 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Scripts/Math/WaterMath.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8659842a3d0e6e846854f19e5657a14b 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Scripts/MeshWorker.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d960d0aa13371b94087fa81001568da3 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Scripts/MeshWorker/TriangleParser.cs: -------------------------------------------------------------------------------- 1 | /* 2 | Copyright 2019 Maksim Petrov 3 | 4 | Licensed under the Apache License, Version 2.0 (the "License"); 5 | you may not use this file except in compliance with the License. 6 | You may obtain a copy of the License at 7 | 8 | http://www.apache.org/licenses/LICENSE-2.0 9 | 10 | Unless required by applicable law or agreed to in writing, software 11 | distributed under the License is distributed on an "AS IS" BASIS, 12 | WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 | See the License for the specific language governing permissions and 14 | limitations under the License. 15 | */ 16 | 17 | using UnityEngine; 18 | using System.Collections.Generic; 19 | using Buoyancy.Struct; 20 | 21 | namespace Buoyancy.MeshWorker 22 | { 23 | /// 24 | /// Converts between structs of triangles 25 | /// 26 | public class TriangleParser 27 | { 28 | /// 29 | /// Converts Unity triangles struct Mesh.vertices, Mesh.triangles into 30 | /// comfortable list of Buoyancy.Struct.Triangle 31 | /// 32 | /// Mesh of the target gameobject (boat, etc) 33 | /// If there is need to shift position 34 | /// 35 | public static List parse(Mesh mesh, Transform transform = null) 36 | { 37 | var triangles = new List(); 38 | 39 | for (int i = 0; i < mesh.triangles.Length; i += 3) 40 | { 41 | Vector3 A = mesh.vertices[mesh.triangles[i]], 42 | B = mesh.vertices[mesh.triangles[i + 1]], 43 | C = mesh.vertices[mesh.triangles[i + 2]]; 44 | 45 | if (transform != null) 46 | { 47 | A = transform.TransformPoint(A); 48 | B = transform.TransformPoint(B); 49 | C = transform.TransformPoint(C); 50 | } 51 | 52 | triangles.Add(new Triangle(A,B,C)); 53 | } 54 | 55 | return triangles; 56 | } 57 | } 58 | } 59 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Scripts/MeshWorker/TriangleParser.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6beeee98e88a2224ca65d06d6d3825fb 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Scripts/Physics.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b6adbc449e53afe46a877ad8d40ee3bb 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Scripts/Physics/AirResistanceForce.cs: -------------------------------------------------------------------------------- 1 | /* 2 | Copyright 2019 Maksim Petrov 3 | 4 | Licensed under the Apache License, Version 2.0 (the "License"); 5 | you may not use this file except in compliance with the License. 6 | You may obtain a copy of the License at 7 | 8 | http://www.apache.org/licenses/LICENSE-2.0 9 | 10 | Unless required by applicable law or agreed to in writing, software 11 | distributed under the License is distributed on an "AS IS" BASIS, 12 | WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 | See the License for the specific language governing permissions and 14 | limitations under the License. 15 | */ 16 | 17 | using UnityEngine; 18 | using Buoyancy.Struct; 19 | using Buoyancy.Math; 20 | using Buoyancy.Debug; 21 | 22 | namespace Buoyancy.Physics 23 | { 24 | /// 25 | /// Calculates air resistance same with method of WaterResistanceForces 26 | /// (using traditional equation for drag in fluid dynamics) 27 | /// 28 | /// Equation: 29 | /// R = 1/2 * r * C * S * V^2, where 30 | /// 31 | /// 32 | /// r (DENSITY) 33 | /// Density of water, kg/m^3 34 | /// 35 | /// 36 | /// C (FORCE_MULTIPLY) 37 | /// Multiplier to control the force, dimensionless quantity 38 | /// 39 | /// 40 | /// S (square) 41 | /// Area of the triangle, m^2 42 | /// 43 | /// 44 | /// V (speed) 45 | /// Speed of vehicle, m/s^2 46 | /// 47 | /// 48 | /// R (result force) 49 | /// Resistance force, N=(kg*m)/s^2 50 | /// 51 | /// 52 | /// 53 | /// Direction = -V projected on plane of triangle. 54 | /// 55 | internal class AirResistanceForce : IForce 56 | { 57 | private readonly float RESISTANCE_COEFFICIENT; 58 | private readonly float DENSITY; 59 | 60 | private Rigidbody rb; 61 | private Triangle triangle; 62 | private Vector3 center; 63 | private float speed; 64 | 65 | public AirResistanceForce(float resistanceCoefficient, float density) 66 | { 67 | this.RESISTANCE_COEFFICIENT = resistanceCoefficient; 68 | this.DENSITY = density; 69 | } 70 | 71 | public void ApplyForce(Triangle triangle, Rigidbody rb) 72 | { 73 | this.triangle = triangle; 74 | this.rb = rb; 75 | this.center = TriangleMath.GetCenter(triangle); 76 | this.speed = rb.velocity.magnitude; 77 | 78 | ApplyForce(); 79 | } 80 | 81 | private void ApplyForce() 82 | { 83 | var force = MakeForce(); 84 | rb.AddForceAtPosition(force, center); 85 | //TODO debug purposes 86 | //DisplayWorker.DisplayForce(center, force); 87 | } 88 | 89 | private Vector3 MakeForce() 90 | { 91 | var velocity = rb.velocity; 92 | var normal = TriangleMath.GetNormal(triangle); 93 | Vector3 direction = -Vector3.ProjectOnPlane(velocity.normalized, normal); 94 | float square = TriangleMath.GetSquare(triangle); 95 | 96 | float magnitude = (DENSITY * speed * speed * square * RESISTANCE_COEFFICIENT) / 2f; 97 | return direction * Mathf.Abs(magnitude) * RESISTANCE_COEFFICIENT; 98 | } 99 | } 100 | } 101 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Scripts/Physics/AirResistanceForce.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 51491f2d3f8c24040a7b9d81284944b9 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Scripts/Physics/ArchimedForce.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a310f0d29b4cf444db9114d23c3efc82 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Scripts/Physics/ForceFabric.cs: -------------------------------------------------------------------------------- 1 | /* 2 | Copyright 2019 Maksim Petrov 3 | 4 | Licensed under the Apache License, Version 2.0 (the "License"); 5 | you may not use this file except in compliance with the License. 6 | You may obtain a copy of the License at 7 | 8 | http://www.apache.org/licenses/LICENSE-2.0 9 | 10 | Unless required by applicable law or agreed to in writing, software 11 | distributed under the License is distributed on an "AS IS" BASIS, 12 | WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 | See the License for the specific language governing permissions and 14 | limitations under the License. 15 | */ 16 | 17 | namespace Buoyancy.Physics 18 | { 19 | /// 20 | /// Combines the creation instances of force controllers. Creates instances via interface IForce 21 | /// 22 | public static class ForceFabric 23 | { 24 | public static IForce GetArchimedForce( 25 | float density = 1000f, 26 | bool upOnly = false) 27 | { 28 | return new ArchimedForce(density, upOnly); 29 | } 30 | 31 | public static IForce GetWaterResistanceForces( 32 | float forceMultiply = 300f, 33 | float density = 1000f, 34 | float viscosity = 0.000001789f) 35 | { 36 | return new WaterResistanceForces(forceMultiply, density, viscosity); 37 | } 38 | 39 | public static IForce GetPressureForces( 40 | float pressureDragCoefficient = 1200f, 41 | float suctionDragCoefficient = 1200f, 42 | float pressureFallOfPower = 0.1f, 43 | float suctionFallOfPower = 0.1f) 44 | { 45 | return new PressureForces(pressureDragCoefficient, suctionDragCoefficient, 46 | pressureFallOfPower, suctionFallOfPower); 47 | } 48 | 49 | public static IForce GetAirResistanceForce( 50 | float resistanceCoefficient = 1f, 51 | float density = 1.2f) 52 | { 53 | return new AirResistanceForce(resistanceCoefficient, density); 54 | } 55 | } 56 | } 57 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Scripts/Physics/ForceFabric.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3864abb3f3aafd84da0ab48b50e08cdf 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Scripts/Physics/IForce.cs: -------------------------------------------------------------------------------- 1 | /* 2 | Copyright 2019 Maksim Petrov 3 | 4 | Licensed under the Apache License, Version 2.0 (the "License"); 5 | you may not use this file except in compliance with the License. 6 | You may obtain a copy of the License at 7 | 8 | http://www.apache.org/licenses/LICENSE-2.0 9 | 10 | Unless required by applicable law or agreed to in writing, software 11 | distributed under the License is distributed on an "AS IS" BASIS, 12 | WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 | See the License for the specific language governing permissions and 14 | limitations under the License. 15 | */ 16 | 17 | using Buoyancy.Struct; 18 | using UnityEngine; 19 | 20 | namespace Buoyancy.Physics 21 | { 22 | /// 23 | /// Interface for all forces that are depend on triangles. 24 | /// 25 | public interface IForce 26 | { 27 | /// 28 | /// Applies force to rigidbody. 29 | /// 30 | /// Triangle for which calculates the force 31 | /// Rigidbody component of the gameobject (boat, etc) 32 | /// 33 | void ApplyForce(Triangle triangle, Rigidbody rb); 34 | } 35 | } 36 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Scripts/Physics/IForce.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 363393cb10f658a4089cd7565a63cb8c 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Scripts/Physics/PressureForces.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0622e5da5c48ccb43b7b451c3c3c869b 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Scripts/Physics/WaterResistanceForces.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: aff69a40206b6984ba5696dffced282f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Scripts/Struct.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6e79d62aa77add64ab67aa098b12d07a 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Scripts/Struct/HullTriangles.cs: -------------------------------------------------------------------------------- 1 | /* 2 | Copyright 2019 Maksim Petrov 3 | 4 | Licensed under the Apache License, Version 2.0 (the "License"); 5 | you may not use this file except in compliance with the License. 6 | You may obtain a copy of the License at 7 | 8 | http://www.apache.org/licenses/LICENSE-2.0 9 | 10 | Unless required by applicable law or agreed to in writing, software 11 | distributed under the License is distributed on an "AS IS" BASIS, 12 | WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 | See the License for the specific language governing permissions and 14 | limitations under the License. 15 | */ 16 | 17 | using System.Collections.Generic; 18 | using Buoyancy.Struct; 19 | 20 | namespace Buoyancy.Struct 21 | { 22 | /// 23 | /// Type that contains triangles prepared for physics calculations. 24 | /// "Prepared" means that the triangles were divided (also were cutted) 25 | /// by waterline on under water triangles and abovewater. 26 | /// There are different forces apply to them. 27 | /// 28 | /// 29 | public class HullTriangles 30 | { 31 | public List underwater = new List(); 32 | public List abovewater = new List(); 33 | } 34 | } 35 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Scripts/Struct/HullTriangles.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1094bd744414fe945af74cd5358dafff 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Scripts/Struct/Triangle.cs: -------------------------------------------------------------------------------- 1 | /* 2 | Copyright 2019 Maksim Petrov 3 | 4 | Licensed under the Apache License, Version 2.0 (the "License"); 5 | you may not use this file except in compliance with the License. 6 | You may obtain a copy of the License at 7 | 8 | http://www.apache.org/licenses/LICENSE-2.0 9 | 10 | Unless required by applicable law or agreed to in writing, software 11 | distributed under the License is distributed on an "AS IS" BASIS, 12 | WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 | See the License for the specific language governing permissions and 14 | limitations under the License. 15 | */ 16 | 17 | using UnityEngine; 18 | 19 | namespace Buoyancy.Struct 20 | { 21 | /// 22 | /// Inner (for this library) type for mesh triangles that is convenient for math operations 23 | /// 24 | /// 25 | /// 26 | public struct Triangle 27 | { 28 | public Vector3 A; 29 | public Vector3 B; 30 | public Vector3 C; 31 | 32 | public Triangle(Vector3 A, Vector3 B, Vector3 C) 33 | { 34 | this.A = A; 35 | this.B = B; 36 | this.C = C; 37 | } 38 | } 39 | } 40 | -------------------------------------------------------------------------------- /Buoyancy/Assets/Scripts/Struct/Triangle.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d4e3ab88e69ef68488e5c1b65205257a 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Buoyancy/Logs/Packages-Update.log: -------------------------------------------------------------------------------- 1 | 2 | === Fri May 24 13:21:52 2019 3 | 4 | Packages were changed. 5 | Update Mode: mergeDefaultDependencies 6 | 7 | The following packages were added: 8 | com.unity.analytics@3.2.2 9 | com.unity.purchasing@2.0.3 10 | com.unity.ads@2.0.8 11 | com.unity.textmeshpro@1.3.0 12 | com.unity.package-manager-ui@2.0.7 13 | com.unity.collab-proxy@1.2.15 14 | com.unity.modules.ai@1.0.0 15 | com.unity.modules.animation@1.0.0 16 | com.unity.modules.assetbundle@1.0.0 17 | com.unity.modules.audio@1.0.0 18 | com.unity.modules.cloth@1.0.0 19 | com.unity.modules.director@1.0.0 20 | com.unity.modules.imageconversion@1.0.0 21 | com.unity.modules.imgui@1.0.0 22 | com.unity.modules.jsonserialize@1.0.0 23 | com.unity.modules.particlesystem@1.0.0 24 | com.unity.modules.physics@1.0.0 25 | com.unity.modules.physics2d@1.0.0 26 | com.unity.modules.screencapture@1.0.0 27 | com.unity.modules.terrain@1.0.0 28 | com.unity.modules.terrainphysics@1.0.0 29 | com.unity.modules.tilemap@1.0.0 30 | com.unity.modules.ui@1.0.0 31 | com.unity.modules.uielements@1.0.0 32 | com.unity.modules.umbra@1.0.0 33 | com.unity.modules.unityanalytics@1.0.0 34 | com.unity.modules.unitywebrequest@1.0.0 35 | com.unity.modules.unitywebrequestassetbundle@1.0.0 36 | com.unity.modules.unitywebrequestaudio@1.0.0 37 | com.unity.modules.unitywebrequesttexture@1.0.0 38 | com.unity.modules.unitywebrequestwww@1.0.0 39 | com.unity.modules.vehicles@1.0.0 40 | com.unity.modules.video@1.0.0 41 | com.unity.modules.vr@1.0.0 42 | com.unity.modules.wind@1.0.0 43 | com.unity.modules.xr@1.0.0 44 | 45 | === Tue Sep 10 18:40:46 2019 46 | 47 | Packages were changed. 48 | Update Mode: updateDependencies 49 | 50 | The following packages were added: 51 | com.unity.2d.tilemap@1.0.0 52 | com.unity.ext.nunit@1.0.0 53 | com.unity.test-framework@1.0.13 54 | com.unity.timeline@1.1.0 55 | com.unity.2d.sprite@1.0.0 56 | com.unity.ide.vscode@1.0.7 57 | com.unity.ide.rider@1.0.8 58 | com.unity.ugui@1.0.0 59 | com.unity.modules.androidjni@1.0.0 60 | com.unity.multiplayer-hlapi@1.0.2 61 | com.unity.xr.legacyinputhelpers@2.0.2 62 | The following packages were updated: 63 | com.unity.analytics from version 3.2.2 to 3.3.2 64 | com.unity.collab-proxy from version 1.2.15 to 1.2.16 65 | com.unity.package-manager-ui from version 2.0.7 to 2.2.0 66 | com.unity.purchasing from version 2.0.3 to 2.0.6 67 | com.unity.textmeshpro from version 1.3.0 to 2.0.1 68 | -------------------------------------------------------------------------------- /Buoyancy/Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.2d.sprite": "1.0.0", 4 | "com.unity.2d.tilemap": "1.0.0", 5 | "com.unity.ads": "2.0.8", 6 | "com.unity.analytics": "3.3.2", 7 | "com.unity.collab-proxy": "1.2.16", 8 | "com.unity.ext.nunit": "1.0.0", 9 | "com.unity.ide.rider": "1.0.8", 10 | "com.unity.ide.vscode": "1.0.7", 11 | "com.unity.multiplayer-hlapi": "1.0.2", 12 | "com.unity.package-manager-ui": "2.2.0", 13 | "com.unity.purchasing": "2.0.6", 14 | "com.unity.test-framework": "1.0.13", 15 | "com.unity.textmeshpro": "2.0.1", 16 | "com.unity.timeline": "1.1.0", 17 | "com.unity.ugui": "1.0.0", 18 | "com.unity.xr.legacyinputhelpers": "2.0.2", 19 | "com.unity.modules.ai": "1.0.0", 20 | "com.unity.modules.androidjni": "1.0.0", 21 | "com.unity.modules.animation": "1.0.0", 22 | 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"False" 9 | ] 10 | } -------------------------------------------------------------------------------- /NOTICE.txt: -------------------------------------------------------------------------------- 1 | This project is licensed under the Apache License, Version 2.0 ("LICENSE.txt"); 2 | 3 | This product includes software (Buoyancy/Assets/Scripts) developed by: 4 | Copyright 2019 Maksim Petrov 5 | 6 | The product also includes part that is not under Apache 2.0 license (Buoyancy/Assets/Demo). It is developed by: 7 | Nathan Gauër 8 | That was taken from Unity Asset Store - Fast Buoyancy -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Water interaction model for Unity 2 | Available soon in the Asset Store... 3 | 4 |

5 | English | 6 | Pусский 7 |

8 | 9 | ## Sections 10 | * [What is this?](#what-is-this) 11 | * [Effects that are implemented](#effects-that-are-implemented) 12 | * [Requirements](#requirements) 13 | * [Sources](#sources) 14 | 15 | ## What is this? 16 | This is an asset with component (BuoyancyComponent) that allows target gameobjects to floating 17 | ## Effects that are implemented 18 | 19 | ||| 20 | |:---|---:| 21 | | Pushing out | | 22 | | ![Pushing out](readme/3.gif) | | 23 | ||| 24 | | Lift when moving | | 25 | | ![Lift when moving](readme/2.gif) | ![Lift when moving](readme/4.gif) | 26 | ||| 27 | | Controlled drift on turn | | 28 | | ![Controlled drift on turn](readme/1.gif) | | 29 | ||| 30 | | Wave rolling and stabilization | | 31 | | ![Wave rolling and stabilization](readme/5.gif) | ![Wave rolling and stabilization](readme/6.gif) | 32 | 33 | #### Also drag forces: 34 | * Air drag force 35 | * Viscous fluid resistance 36 | 37 | ## Requirements 38 | * Unity engine 2018.4.0 and older 39 | * Water function that allow to find distance between any point and water surface 40 | * Low polygonal mesh for gameobjects for which you want allow to floating 41 | 42 | ## Sources 43 | Project was started as diploma bachelor's work (Russian language). [Find the work here](http://biblioclub.ru/index.php?page=book_red&id=561383&sr=1) 44 | 45 | #### Used projects 46 | Gameobjects for demo scene and water function were taken from: Fast Buoyancy // Unity. – 2017. – URL: https://assetstore.unity.com/packages/tools/physics/fast-buoyancy-61079 (visited on 18.05.2019). 47 | 48 | #### Articles and books 49 | The work was based on (sorted in order of contribution to work): 50 | 51 | English (1,2 are good to get fast understanding how does it work): 52 | 1. Kerner J. Water interaction model for boats in video games // GAMASUTRA. – 2015. – URL: https://gamasutra.com/view/news/237528/Water_interaction_model_for_boats_in_video_games.php (visited on 09.04.2019) 53 | 2. Kerner J. Water interaction model for boats in video games part 2 // GAMASUTRA. – 2016. – URL: http://www.gamasutra.com/view/news/263237/Water_interaction_model_for_boats_in_video_games_Part_2.php (visited on 13.04.2019) 54 | 3. Bourg D., Bywalec B. Physics for Game Developers, Second Edition. – Sebastopol: O’Reilly Media, 2013. – 551 p. 55 | 4. Palmer G. Physics for Game Programmers. – New York.: Springer-Verlag, 2005. – 444 p. 56 | 57 | Russian: 58 | 1. Басин А.М., Анфимов В.Н. Гидродинамика судна. – Ленинград: Издательство «Речной транспорт», 1961. – 684 p. 59 | 2. Новака Г.М. Справочник по катерам, лодкам и моторам. – Ленинград: Судостроение, 1982. – 352 p. 60 | -------------------------------------------------------------------------------- /readme/1.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/maximan3000/BuoyancyUnity/4e544e76dc70bce3be5002fcfdcf7284943f9637/readme/1.gif -------------------------------------------------------------------------------- /readme/2.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/maximan3000/BuoyancyUnity/4e544e76dc70bce3be5002fcfdcf7284943f9637/readme/2.gif -------------------------------------------------------------------------------- /readme/3.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/maximan3000/BuoyancyUnity/4e544e76dc70bce3be5002fcfdcf7284943f9637/readme/3.gif -------------------------------------------------------------------------------- /readme/4.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/maximan3000/BuoyancyUnity/4e544e76dc70bce3be5002fcfdcf7284943f9637/readme/4.gif -------------------------------------------------------------------------------- /readme/5.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/maximan3000/BuoyancyUnity/4e544e76dc70bce3be5002fcfdcf7284943f9637/readme/5.gif -------------------------------------------------------------------------------- /readme/6.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/maximan3000/BuoyancyUnity/4e544e76dc70bce3be5002fcfdcf7284943f9637/readme/6.gif -------------------------------------------------------------------------------- /readme/README-rus.md: -------------------------------------------------------------------------------- 1 | # Water interaction model for Unity 2 | Available soon in the Asset Store... 3 | 4 |

5 | English | 6 | Pусский 7 |

8 | 9 | ## Содержание 10 | * [О чем проект?](#о-чем-проект) 11 | * [Реализованные эффекты](#реализованные-эффекты) 12 | * [Требования](#требования) 13 | * [Источники](#источники) 14 | 15 | ## О чем проект? 16 | Данное решение является ассетом игрового движка Unity, который содержит компонент (BuoyancyComponent). Данный компонент позволяет определенным игровым объектам реалистично взаимодействовать с водой 17 | 18 | ## Реализованные эффекты 19 | 20 | ||| 21 | |:---|---:| 22 | | Выталкивание тела из воды | | 23 | | ![Выталкивание тела из воды](3.gif) | | 24 | ||| 25 | | Подъемные силы при движении | | 26 | | ![Подъемные силы при движении](2.gif) | ![Подъемные силы при движении](4.gif) | 27 | ||| 28 | | Контролируемый снос судна при повороте | | 29 | | ![Контролируемый снос судна при повороте](1.gif) | | 30 | ||| 31 | | Качка на волнах и стабилизация судна | | 32 | | ![Качка на волнах и стабилизация судна](5.gif) | ![Качка на волнах и стабилизация судна](6.gif) | 33 | 34 | #### Также реализованы силы сопротивления: 35 | * Сопротивление воздуха 36 | * Сопротивление вязкой жидкости 37 | 38 | ## Требования 39 | * Движок Unity версии 2018.4.0 и старше 40 | * Функция воды (волн), которая позволяет находить высоту любой точки из игрового мира над уровнем воды 41 | * Низкополигональная модель для игровых объектов, к которым добавляется данный компонент 42 | 43 | ## Источники 44 | Проект был начат как дипломная работа бакалавра (на русском). [Работу можно найти здесь](http://biblioclub.ru/index.php?page=book_red&id=561383&sr=1) 45 | 46 | #### Сторонние проекты, которые использовались 47 | Игровые объекты для демо сцены, а также функция воды были взяты из: Fast Buoyancy // Unity. – 2017. – URL: https://assetstore.unity.com/packages/tools/physics/fast-buoyancy-61079 (дата обращения 18.05.2019). 48 | 49 | #### Литература 50 | Проект основывается на (отсортировано в порядке вклада в работу): 51 | 52 | Источники на английском (1,2 позволяют быстро понять, как работает решение): 53 | 1. Kerner J. Water interaction model for boats in video games // GAMASUTRA. – 2015. – URL: https://gamasutra.com/view/news/237528/Water_interaction_model_for_boats_in_video_games.php (дата обращения 09.04.2019) (перевод статьи https://habr.com/ru/post/307362/) 54 | 2. Kerner J. Water interaction model for boats in video games part 2 // GAMASUTRA. – 2016. – URL: http://www.gamasutra.com/view/news/263237/Water_interaction_model_for_boats_in_video_games_Part_2.php (дата обращения 13.04.2019) (перевод статьи https://habr.com/ru/post/309036/) 55 | 3. Bourg D., Bywalec B. Physics for Game Developers, Second Edition. – Sebastopol: O’Reilly Media, 2013. – 551 с. 56 | 4. Palmer G. Physics for Game Programmers. – New York.: Springer-Verlag, 2005. – 444 с. 57 | 58 | На русском: 59 | 1. Басин А.М., Анфимов В.Н. Гидродинамика судна. – Ленинград: Издательство «Речной транспорт», 1961. – 684 с. 60 | 2. Новака Г.М. Справочник по катерам, лодкам и моторам. – Ленинград: Судостроение, 1982. – 352 с. 61 | --------------------------------------------------------------------------------