Implement hydrostatic forces

Implement hydrostatic forces
This commit is contained in:
Kevin Poretti 2021-04-20 13:29:20 -04:00
parent 607a29aa16
commit f6ecbc44e5
34 changed files with 130 additions and 130 deletions

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@ -22,16 +22,16 @@ UBuoyancyComponent::UBuoyancyComponent()
// ...
}
// Called when the game starts
void UBuoyancyComponent::BeginPlay()
{
Super::BeginPlay();
// ...
UStaticMeshComponent* MeshComp = Cast<UStaticMeshComponent>(GetOwner()->GetRootComponent());
VolumeMesh = MeshComp->GetStaticMesh();
VolumeAsPrimComp = Cast<UPrimitiveComponent>(MeshComp);
SubmergedTriangles = TArray<FTriangleData>();
SubmergedTriangles.SetNum(GetNumTriangles(), false);
}
@ -46,7 +46,7 @@ void UBuoyancyComponent::TickComponent(float DeltaTime, ELevelTick TickType, FAc
// determine height of vertices above or below surface of water
ASOCGameState* State = Cast<ASOCGameState>(GetWorld()->GetGameState());
AOcean* Ocean = nullptr;
Ocean = nullptr;
if(State)
{
Ocean = State->GetOcean();
@ -70,11 +70,10 @@ void UBuoyancyComponent::TickComponent(float DeltaTime, ELevelTick TickType, FAc
if(V1.Depth < 0.0f || V2.Depth < 0.0f || V3.Depth < 0.0f)
{
FTriangleData temp(V1, V2, V3);
FTriangleData temp(V1, V2, V3, Ocean->GetOceanHeight());
Triangles.Add(temp);
FVector Center = (V1.Position + V2.Position + V3.Position) / 3.0f;
if(DebugBuoyancy)
DrawDebugSphere(GetWorld(), Center, 5.0f, 12, FColor::Yellow, false, 0.0f, 0, 1.0f);
DrawDebugSphere(GetWorld(), temp.Center, 5.0f, 12, FColor::Yellow, false, 0.0f, 0, 1.0f);
}
}
@ -84,18 +83,33 @@ void UBuoyancyComponent::TickComponent(float DeltaTime, ELevelTick TickType, FAc
{
FString DebugMsg = FString::Printf(TEXT("Num Submerged Triangles: %d\nNum Generated Triangles: %d"),
Triangles.Num(), SubmergedTriangles.Num());
GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Cyan, DebugMsg);
GEngine->AddOnScreenDebugMessage(-1, -1.0f, FColor::Cyan, DebugMsg);
for (auto Triangle : SubmergedTriangles)
{
DrawDebugSphere(GetWorld(), Triangle.Highest.Position, 2.0f, 12, FColor::Red,
DrawDebugSphere(GetWorld(), Triangle.V3.GlobalPosition, 2.0f, 12, FColor::Red,
false, 0.0f, 0, 1.0f);
DrawDebugSphere(GetWorld(), Triangle.Middle.Position, 2.0f, 12, FColor::Red,
DrawDebugSphere(GetWorld(), Triangle.V2.GlobalPosition, 2.0f, 12, FColor::Red,
false, 0.0f, 0, 1.0f);
DrawDebugSphere(GetWorld(), Triangle.Lowest.Position, 2.0f, 12, FColor::Red,
DrawDebugSphere(GetWorld(), Triangle.V1.GlobalPosition, 2.0f, 12, FColor::Red,
false, 0.0f, 0, 1.0f);
}
}
if(VolumeAsPrimComp)
{
for (auto Triangle : SubmergedTriangles)
{
float rhoInKgCm3 = 0.001025f;
// F = -p*g*Hcenter*normal
FVector Force = -rhoInKgCm3 * GetWorld()->GetGravityZ() * Triangle.DistanceToSurface * Triangle.Area * Triangle.Normal;
FVector VerticalForce(0.0f, 0.0f, Force.Z);
VolumeAsPrimComp->AddForceAtLocation(VerticalForce, Triangle.Center);
}
}
FString DebugMsg = FString::Printf(TEXT("Velocity.Z: %s"), *FString::SanitizeFloat(VolumeAsPrimComp->GetPhysicsLinearVelocity().Z));
GEngine->AddOnScreenDebugMessage(-1, -1.0f, FColor::Magenta, DebugMsg);
}
}
@ -133,7 +147,7 @@ TArray<FVertexData> UBuoyancyComponent::GetVertexPositions()
// convert asset space vertex position to world space
FVector WorldSpaceVertexPos = GetOwner()->GetActorLocation() + GetOwner()->GetTransform().TransformVector(VertexBuffer->VertexPosition(idx));
FVertexData temp;
temp.Position = WorldSpaceVertexPos;
temp.GlobalPosition = WorldSpaceVertexPos;
VertexPositions.Add(temp);
}
}
@ -175,12 +189,21 @@ void UBuoyancyComponent::ProcessTriangles(TArray<FTriangleData>& Triangles)
}
else if (NumSubmergedVertices == 2)
{
FVector H = Triangle.Highest.Position;
FVector M = Triangle.Middle.Position;
FVector L = Triangle.Lowest.Position;
float hH = Triangle.Highest.Depth;
float hM = Triangle.Middle.Depth;
float hL = Triangle.Lowest.Depth;
FVertexData V1 = Triangle.V1;
FVertexData V2 = Triangle.V2;
FVertexData V3 = Triangle.V3;
TArray<FVertexData> Vertices = {V1, V2, V3};
Vertices.Sort();
V1 = Vertices[0];
V2 = Vertices[1];
V3 = Vertices[2];
FVector H = V3.GlobalPosition;
FVector M = V2.GlobalPosition;
FVector L = V1.GlobalPosition;
float hH = V3.Depth;
float hM = V2.Depth;
float hL = V1.Depth;
FVector MH = H - M;
float tM = -hL/(hH - hL);
@ -192,17 +215,26 @@ void UBuoyancyComponent::ProcessTriangles(TArray<FTriangleData>& Triangles)
FVector LIL = tL * LH;
FVector IL = LIL + L;
SubmergedTriangles.Add(FTriangleData(IM, IL, L));
SubmergedTriangles.Add(FTriangleData(M, IM, L));
SubmergedTriangles.Add(FTriangleData(L, IL, IM, Ocean->GetOceanHeight()));
SubmergedTriangles.Add(FTriangleData(M, L, IM, Ocean->GetOceanHeight()));
}
else if (NumSubmergedVertices == 1)
{
FVector H = Triangle.Highest.Position;
FVector M = Triangle.Middle.Position;
FVector L = Triangle.Lowest.Position;
float hH = Triangle.Highest.Depth;
float hM = Triangle.Middle.Depth;
float hL = Triangle.Lowest.Depth;
FVertexData V1 = Triangle.V1;
FVertexData V2 = Triangle.V2;
FVertexData V3 = Triangle.V3;
TArray<FVertexData> Vertices = {V1, V2, V3};
Vertices.Sort();
V1 = Vertices[0];
V2 = Vertices[1];
V3 = Vertices[2];
FVector H = V3.GlobalPosition;
FVector M = V2.GlobalPosition;
FVector L = V1.GlobalPosition;
float hH = V3.Depth;
float hM = V2.Depth;
float hL = V1.Depth;
FVector LM = M - L;
float tM = -hL/(hM - hL);
@ -214,7 +246,7 @@ void UBuoyancyComponent::ProcessTriangles(TArray<FTriangleData>& Triangles)
FVector LJH = tH * LH;
FVector JH = LJH + L;
SubmergedTriangles.Add(FTriangleData(JH, JM, L));
SubmergedTriangles.Add(FTriangleData(L, JH, JM, Ocean->GetOceanHeight()));
}
}
}

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@ -11,6 +11,13 @@ AShipBase::AShipBase()
ShipMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("ShipMesh"));
ShipMesh->SetupAttachment(RootComponent);
UPrimitiveComponent* ShipMeshAsPrim = Cast<UPrimitiveComponent>(ShipMesh);
if(ShipMeshAsPrim)
{
ShipMeshAsPrim->SetSimulatePhysics(true);
ShipMeshAsPrim->SetMassOverrideInKg(NAME_None, 800.0f, true);
ShipMeshAsPrim->SetLinearDamping(0.05f);
}
BuoyancyComp = CreateDefaultSubobject<UBuoyancyComponent>(TEXT("BuoyancyComponent"));
}

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@ -4,14 +4,17 @@
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "Game/SOCGameState.h"
#include "BuoyancyComponent.generated.h"
USTRUCT()
USTRUCT(BlueprintType)
struct FVertexData
{
GENERATED_BODY()
FVector Position;
FVector GlobalPosition;
// depth of the vertex above the surface of the water
// negative value means the vertex is submerged
float Depth;
@ -22,19 +25,19 @@ struct FVertexData
FVertexData(FVector Position)
{
this->Position = Position;
this->GlobalPosition = Position;
Depth = 0.0f;
}
FVertexData(FVector Position, float Depth)
{
this->Position = Position;
this->GlobalPosition = Position;
this->Depth = Depth;
}
void CalculateDepth(float SurfaceHeight)
{
Depth = Position.Z - SurfaceHeight;
Depth = GlobalPosition.Z - SurfaceHeight;
}
bool operator< (const FVertexData& rhs) const
@ -43,38 +46,61 @@ struct FVertexData
}
};
USTRUCT()
USTRUCT(BlueprintType)
struct FTriangleData
{
GENERATED_BODY()
FVertexData V1; // lowest
FVertexData V2; // middle
FVertexData V3; // highest
FVertexData Highest;
FVertexData Middle;
FVertexData Lowest;
FVector Center;
float DistanceToSurface;
FVector Normal;
float Area;
FTriangleData() {}
FTriangleData(FVertexData V1, FVertexData V2, FVertexData V3)
FTriangleData(const FVertexData V1, const FVertexData V2, const FVertexData V3, float OceanHeight)
{
TArray<FVertexData> Vertices = {V1, V2, V3};
Vertices.Sort();
Lowest = Vertices[0];
Middle = Vertices[1];
Highest = Vertices[2];
}
this->V1 = V1;
this->V2 = V2;
this->V3 = V3;
int32 GetNumSubmergedVertices()
Center = (V1.GlobalPosition + V2.GlobalPosition + V3.GlobalPosition) / 3.0f;
DistanceToSurface = FMath::Abs(OceanHeight - Center.Z);
Normal = FVector::CrossProduct(V2.GlobalPosition - V1.GlobalPosition, V3.GlobalPosition - V1.GlobalPosition);
Normal.Normalize();
// Heron's formula
float V12 = FVector::Distance(V1.GlobalPosition, V2.GlobalPosition);
float V23 = FVector::Distance(V2.GlobalPosition, V3.GlobalPosition);
float V13 = FVector::Distance(V1.GlobalPosition, V3.GlobalPosition);
// Half Triangle Perimeter
float S = (V12 + V23 + V13) / 2.0f;
Area = FMath::Sqrt(S * (S - V12) * (S - V23) * (S - V13));
}
int32 GetNumSubmergedVertices() const
{
int32 result = 0;
if(Highest.Depth < 0.0f)
if(V3.Depth < 0.0f)
{
result++;
}
if(Middle.Depth < 0.0f)
if(V2.Depth < 0.0f)
{
result++;
}
if(Lowest.Depth < 0.0f)
if(V1.Depth < 0.0f)
{
result++;
}
@ -90,13 +116,15 @@ class SEAOFCROOKS_API UBuoyancyComponent : public UActorComponent
public:
// Sets default values for this component's properties
UBuoyancyComponent();
protected:
UPROPERTY(BlueprintReadOnly)
UStaticMesh* VolumeMesh;
UPROPERTY()
UPROPERTY(BlueprintReadOnly)
TArray<FTriangleData> SubmergedTriangles;
AOcean* Ocean;
// Called when the game starts
virtual void BeginPlay() override;
@ -106,6 +134,8 @@ public:
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
private:
UPrimitiveComponent* VolumeAsPrimComp;
int32 GetNumTriangles();
TArray<FVertexData> GetVertexPositions();

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@ -8,7 +8,7 @@ public class SeaOfCrooks : ModuleRules
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "RenderCore", "RHI" });
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "ProceduralMeshComponent", "RenderCore", "RHI" });
PrivateDependencyModuleNames.AddRange(new string[] { });