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2023.10.18 - [Godot] - [Godot] 2D Splash Dynamic Wave 자연스러운 물결 파동 2. 구현

 

위 링크를 참고해 만들어진 물에 돌을 떨어뜨려 보자.

 

Stone씬을 만든다.

Stone(RigidBody2D) - Script(stone.cs)를 추가한다.

Sprite2D - Texture를 추가한다.

CollisionShape2D - Shape을 추가한다.

 

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using Godot;
 
public partial class stone : RigidBody2D
{
    public override async void _Process(double delta)
    {
        await ToSignal(GetTree().CreateTimer(2.0), SceneTreeTimer.SignalName.Timeout);
        QueueFree();
    }
}
 

 

생성되고 2초 후 삭제되는 스크립트(stone.cs)를 작성한다.

 

Main씬에 스크립트(Main.cs)를 추가한다.

 

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using Godot;
 
public partial class Main : Node2D
{
    public PackedScene Scene;
 
    public override void _Ready()
    {
        Scene = ResourceLoader.Load<PackedScene>("res://stone.tscn");
    }
 
    public override void _Input(InputEvent @event)
    {
        if (@event is InputEventMouseButton button)
            if (button.Pressed && button.ButtonIndex == MouseButton.Left)
            {
                RigidBody2D stone = Scene.Instantiate<RigidBody2D>();
                stone.Position = GetViewport().GetMousePosition();
                AddChild(stone);
            }
    }
}
 

 

왼쪽 마우스 버튼을 클릭하면 돌을 생성하는 스크립트(Main.cs)를 작성한다.

 

 

마우스를 클릭하면 돌이 생성되고 아래로 떨어진다.

 

spring씬에 Area2D와 CollisionShape2D를 추가한다.

CollisionShape2D - RectangleShape2D를 추가한다.

 

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using Godot;
 
public partial class spring : Node2D
{
    public float velocity;
    public float force;
    public float height;
    public float target_height;
 
    public CollisionShape2D collision;
 
    public void Initialize(int x_position)
    {
        Position = new Vector2(x_position, 100);
        height = Position.Y;
        target_height = Position.Y;
        velocity = 0;
 
        collision = GetNode<CollisionShape2D>("Area2D/CollisionShape2D");
    }
 
    public void water_update(float spring_constant, float dampening)
    {
        height = Position.Y;
        float x = height - target_height;
        float resist = -dampening * velocity;
        force = -spring_constant * x + resist;
 
        velocity += force;
        Position += new Vector2(0, velocity);
    }
 
    public void set_collision_width(int distance)
    {
        ((RectangleShape2D)collision.Shape).Size = new Vector2(distance,
            collision.Shape.GetRect().Size.Y);
    }
}
 

 

spring.cs를 위와 같이 수정한다.

 

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public override void _Ready()
{
    k = 0.015f;
    d = 0.05f;
    spread = 0.0002f;
    passes = 8;
    depth = 1000;
    bottom = (int)GlobalPosition.Y + depth;
    water_polygon = GetNode<Polygon2D>("Polygon2D");
 
    springs = new List<spring>();
    spring_number = 10;
    distance_between_springs = 100;
    scene = ResourceLoader.Load<PackedScene>("res://spring.tscn");
    for (int i = 0; i < spring_number; i++)
    {
        Node2D s = scene.Instantiate<Node2D>();
        AddChild(s);
        springs.Add(s as spring);
 
        int x_position = distance_between_springs * i + 100;
        (s as spring).Initialize(x_position);
        (s as spring).set_collision_width(distance_between_springs);
    }
 
    wave_position = new Curve2D();
}
 

 

WaterBody.cs는 set_collision_width() 호출 코드만 추가하면 된다.

 

 

실행 시 Collision Shape이 보이도록 설정한다.

 

Collision Shape이 생성되고 표시된다.

 

Spring - Area2D - body_entered 시그널을 Spring 스크립트와 연결한다.

 

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using Godot;
 
public partial class spring : Node2D
{
    public float velocity;
    public float force;
    public float height;
    public float target_height;
 
    public CollisionShape2D collision;
 
    public int index;
    public float stone_velocity_factor;
    [Signal]
    public delegate void SplashEventHandler(int index, float velocity);
    // index, stone_velocity_factor, Splash 시그널 추가
 
    public void Initialize(int x_position, int id)
    {
        Position = new Vector2(x_position, 100);
        height = Position.Y;
        target_height = Position.Y;
        velocity = 0;
 
        index = id;
        stone_velocity_factor = 0.02f;
        // index, stone_velocity_factor 초기화
 
        collision = GetNode<CollisionShape2D>("Area2D/CollisionShape2D");
    }
 
    public void water_update(float spring_constant, float dampening)
    {
        height = Position.Y;
        float x = height - target_height;
        float resist = -dampening * velocity;
        force = -spring_constant * x + resist;
 
        velocity += force;
        Position += new Vector2(0, velocity);
    }
 
    public void set_collision_width(int distance)
    {
        ((RectangleShape2D)collision.Shape).Size = new Vector2(distance,
            collision.Shape.GetRect().Size.Y);
    }
 
    public void OnArea2dBodyEntered(Node2D body)
    {
        float speed = (body as RigidBody2D).LinearVelocity.Y * stone_velocity_factor;
        // We need to disable the spring's collision so that we don't trigger the body enter
        // signal more than once.
        // Must be deferred as we can't change physics properties on a physics callback.        
        body.SetDeferred(CollisionShape2D.PropertyName.Disabled, true);
        // Signal
        EmitSignal(SignalName.Splash, index, speed);
    }
}
 

 

spring.cs 를 위와 같이 수정한다.

 

 

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using Godot;
using System.Collections.Generic;
 
public partial class WaterBody : Node2D
{
    public float k;
    public float d;
    public float spread;
    public int passes;
    public List<spring> springs;
    public int spring_number;
    public int distance_between_springs;
    public int depth;
    public int target_height;
    public int bottom;
    public PackedScene scene;
    public Polygon2D water_polygon;
    public Curve2D wave_position;
 
    public override void _Ready()
    {
        k = 0.015f;
        d = 0.05f;
        spread = 0.0002f;
        passes = 8;
        depth = 1000;
        bottom = (int)GlobalPosition.Y + depth;
        water_polygon = GetNode<Polygon2D>("Polygon2D");
 
        springs = new List<spring>();
        spring_number = 10;
        distance_between_springs = 100;
        scene = ResourceLoader.Load<PackedScene>("res://spring.tscn");
        for (int i = 0; i < spring_number; i++)
        {
            Node2D s = scene.Instantiate<Node2D>();
            AddChild(s);
            springs.Add(s as spring);
 
            int x_position = distance_between_springs * i + 100;
            (s as spring).Initialize(x_position, i);
            // Index 추가
            (s as spring).set_collision_width(distance_between_springs);
            (s as spring).Splash += splash;
            // Signal 추가
        }
 
        wave_position = new Curve2D();
    }
 
    public override void _PhysicsProcess(double delta)
    {
        //if (Input.IsActionJustPressed("ui_accept"))
        //    splash(5, 20);
        // 테스트용 splash() 호출 삭제
 
        foreach (spring item in springs)
        {
            item.water_update(k, d);
        }
 
        List<float> left_deltas = new List<float>();
        List<float> right_deltas = new List<float>();
 
        for (int i = 0; i < springs.Count; i++)
        {
            left_deltas.Add(0.0f);
            right_deltas.Add(0.0f);
        }
 
        for (int p = 0; p < passes; p++)
        {
            for (int i = 0; i < springs.Count; i++)
            {
                if (i > 0)
                {
                    left_deltas[i] = spread * (springs[i].height - springs[i - 1].height);
                    springs[i - 1].velocity += left_deltas[i];
                }
                if (i < springs.Count - 1)
                {
                    right_deltas[i] = spread * (springs[i].height - springs[i + 1].height);
                    springs[i + 1].velocity += right_deltas[i];
                }
            }
        }
 
        draw_wave();
        draw_waterbody();
    }
 
    public void splash(int index, float speed)
    {
        if (index >= 0 && index < springs.Count)
        {
            springs[index].velocity += speed;
        }
    }
 
    public void draw_waterbody()
    {
        List<Vector2> surface_points = new List<Vector2>();
        Vector2[] baked_points = wave_position.GetBakedPoints();
        for (int i = 0; i < baked_points.Length; i++)
        {
            surface_points.Add(baked_points[i]);
        }
 
        int first_index = 0;
        int last_index = surface_points.Count - 1;
 
        surface_points.Add(new Vector2(surface_points[last_index].X, bottom));
        surface_points.Add(new Vector2(surface_points[first_index].X, bottom));
 
        water_polygon.Polygon = surface_points.ToArray();
    }
 
    public override void _Draw()
    {
        DrawPolyline(wave_position.Tessellate(), Colors.Blue, 5);
    }
 
    public void draw_wave()
    {
        wave_position.ClearPoints();
 
        Vector2 control0 = new Vector2(-500);
        Vector2 control1 = new Vector2(500);
 
        foreach (spring item in springs)
        {
            wave_position.AddPoint(item.Position, control0, control1);
        }
 
        QueueRedraw();
    }
}
 

 

WaterBody.cs를 위와 같이 수정한다.

 

마우스를 클릭하면 돌이 떨어지고 물결이 자연스럽게 파동친다.

 

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public Node2D collided_with = null;
 
public void OnArea2dBodyEntered(Node2D body)
{
    float speed = (body as RigidBody2D).LinearVelocity.Y * stone_velocity_factor;
 
    // We need to disable the spring's collision so that we don't trigger the body enter
    // signal more than once.
    // Must be deferred as we can't change physics properties on a physics callback.
    //body.SetDeferred(CollisionShape2D.PropertyName.Disabled, true);
    if (body == collided_with)
        return;
    else
        collided_with = body;
 
    // Signal
    EmitSignal(SignalName.Splash, index, speed);
}
 

 

spring.cs의 OnArea2dBodyEntered()를 위와 같이 바꾸면 SetDeferred()를 사용할 때 보다 훨씬 반응이 빠르고 자연스러운 파동이 만들어진다.

 

 

물의 높이는 spring.cs - Initialize() - Position 변수에서 간단히 변경할 수 있다.

 

Water.zip
10.27MB

전체 프로젝트 파일

 

※ 참고

Make a Splash With Dynamic 2D Water Effects

 

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Posted by J-sean
:
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2023.10.14 - [Godot] - [Godot] 2D Splash Dynamic Wave 자연스러운 물결 파동 1. 준비

 

위 링크를 참고해 준비가 끝난 씬에 Polygon2D를 이용해 물 모양을 추가해 보자.

 

WaterBody에 Polygon2D를 추가한다.

 

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using Godot;
using System.Collections.Generic;
 
public partial class WaterBody : Node2D
{
    public float k;
    public float d;
    public float spread;
    public int passes;
    public List<spring> springs;
    public int spring_number;
    public int distance_between_springs;
    public int depth;
    public int target_height;
    public int bottom;
    public PackedScene scene;
    public Polygon2D water_polygon;
 
    public override void _Ready()
    {
        k = 0.015f;
        d = 0.05f;
        spread = 0.0002f;
        passes = 8;
        depth = 1000;
        // 물의 깊이
        bottom = (int)GlobalPosition.Y + depth;
        // 물의 바닥 위치
        water_polygon = GetNode<Polygon2D>("Polygon2D");
        // Polygon2D 노드를 가져온다.
 
        springs = new List<spring>();
        spring_number = 10;
        distance_between_springs = 100;
        scene = ResourceLoader.Load<PackedScene>("res://spring.tscn");
        for (int i = 0; i < spring_number; i++)
        {            
            Node2D s = scene.Instantiate<Node2D>();            
            AddChild(s);            
            springs.Add(s as spring);
 
            int x_position = distance_between_springs * i + 100;
            (s as spring).Initialize(x_position);
        }
    }
 
    public override void _PhysicsProcess(double delta)
    {
        if (Input.IsActionJustPressed("ui_accept"))
            splash(520);
 
        foreach (spring item in springs)
        {
            item.water_update(k, d);
        }
 
        List<float> left_deltas = new List<float>();
        List<float> right_deltas = new List<float>();
 
        for(int i = 0; i < springs.Count; i++)
        {
            left_deltas.Add(0.0f);
            right_deltas.Add(0.0f);
        }
 
        for (int p = 0; p < passes; p++)
        {
            for (int i = 0; i < springs.Count; i++)
            {
                if (i > 0)
                {
                    left_deltas[i] = spread * (springs[i].height - springs[i-1].height);
                    springs[i-1].velocity += left_deltas[i];
                }
                if (i < springs.Count - 1)
                {
                    right_deltas[i] = spread * (springs[i].height - springs[i+1].height);
                    springs[i+1].velocity += right_deltas[i];
                }
            }
        }
 
        draw_waterbody();
        // 물 그리는 함수 호출.
    }
 
    public void splash(int index, float speed)
    {
        if(index >= 0 && index < springs.Count)
        {
            springs[index].velocity += speed;
        }
    }
 
    public void draw_waterbody()
    {
        List<Vector2> surface_points = new List<Vector2>();
        foreach (spring item in springs)
        {
            surface_points.Add(item.Position);
        }
        // 모든 스프링의 위치를 리스트에 추가한다.
 
        int first_index = 0;
        int last_index = surface_points.Count - 1;
 
        surface_points.Add(new Vector2(surface_points[last_index].X, bottom));
        surface_points.Add(new Vector2(surface_points[first_index].X, bottom));
        // 폴리곤을 사각형으로 만들기 위해 리스트 마지막에 사각형 밑변을 구성할 포인트를
        // 두 개 추가한다.
 
        water_polygon.Polygon = surface_points.ToArray();
        // 폴리곤을 구성하는 포인트 배열을 지정한다.
    }
}
 

 

 

WaterBody.cs 파일은 위와 같이 수정한다.

 

게임을 실행하고 엔터키를 누르면 폴리곤이 그려지고 스프링과 함께 물결처럼 운동한다.

 

좀 더 부드러운 물결을 만들어 보자.

 

WaterBody 씬에서 Polygon2D - Inspector - Visibility - Show Behind Parent 옵션을 체크한다.

 

 

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using Godot;
using System.Collections.Generic;
 
public partial class WaterBody : Node2D
{
    public float k;
    public float d;
    public float spread;
    public int passes;
    public List<spring> springs;
    public int spring_number;
    public int distance_between_springs;
    public int depth;
    public int target_height;
    public int bottom;
    public PackedScene scene;
    public Polygon2D water_polygon;
    public Curve2D wave_position;
    // 부드러운 물결 곡선의 포인트를 저장할 Curve2D 변수
 
    public override void _Ready()
    {
        k = 0.015f;
        d = 0.05f;
        spread = 0.0002f;
        passes = 8;
        depth = 1000;
        bottom = (int)GlobalPosition.Y + depth;
        water_polygon = GetNode<Polygon2D>("Polygon2D");
 
        springs= new List<spring>();
        spring_number = 10;
        distance_between_springs = 100;
        scene = ResourceLoader.Load<PackedScene>("res://spring.tscn");
        for (int i = 0; i < spring_number; i++)
        {            
            Node2D s = scene.Instantiate<Node2D>();            
            AddChild(s);            
            springs.Add(s as spring);
 
            int x_position = distance_between_springs * i + 100;
            (s as spring).Initialize(x_position);
        }
 
        wave_position = new Curve2D();
        // 물결 곡선 Curve2D 초기화
    }
 
    public override void _PhysicsProcess(double delta)
    {
        if (Input.IsActionJustPressed("ui_accept"))
            splash(520);
 
        foreach (spring item in springs)
        {
            item.water_update(k, d);
        }
 
        List<float> left_deltas = new List<float>();
        List<float> right_deltas = new List<float>();
 
        for(int i = 0; i < springs.Count; i++)
        {
            left_deltas.Add(0.0f);
            right_deltas.Add(0.0f);
        }
 
        for (int p = 0; p < passes; p++)
        {
            for (int i = 0; i < springs.Count; i++)
            {
                if (i > 0)
                {
                    left_deltas[i] = spread * (springs[i].height - springs[i-1].height);
                    springs[i-1].velocity += left_deltas[i];
                }
                if (i < springs.Count - 1)
                {
                    right_deltas[i] = spread * (springs[i].height - springs[i+1].height);
                    springs[i+1].velocity += right_deltas[i];
                }
            }
        }
 
        draw_waterbody();
        draw_wave();
        // 부드러운 물결 그리기 함수 호출.
    }
 
    public void splash(int index, float speed)
    {
        if(index >= 0 && index < springs.Count)
        {
            springs[index].velocity += speed;
        }
    }
 
    public void draw_waterbody()
    {
        List<Vector2> surface_points = new List<Vector2>();
        foreach (spring item in springs)
        {
            surface_points.Add(item.Position);
        }
 
        int first_index = 0;
        int last_index = surface_points.Count - 1;
 
        surface_points.Add(new Vector2(surface_points[last_index].X, bottom));
        surface_points.Add(new Vector2(surface_points[first_index].X, bottom));
        
        water_polygon.Polygon = surface_points.ToArray();
    }
 
    public override void _Draw()
    {
        DrawPolyline(wave_position.Tessellate(), Colors.Blue, 5);
        // 물결 곡선을 그린다.
    }
 
    public void draw_wave()
    {
        wave_position.ClearPoints();
        // 매번 곡선의 포인트를 초기화 한다.
 
        Vector2 control0 = new Vector2(-500);
        Vector2 control1 = new Vector2(500);
        // 수평 컨트롤
 
        foreach (spring item in springs)
        {
            wave_position.AddPoint(item.Position, control0, control1);
            // 스프링 위치와 컨트롤을 곡선 포인트로 추가한다.
        }
 
        QueueRedraw();
        // _Draw() 호출
    }
}
 

 

 

WaterBody.cs 는 위와같이 변경한다.

 

spring 씬에서 Sprite2D - Inspector - Visibility - Visible 옵션을 해제한다.

 

Main 씬에서 실행한다.

 

폴리곤 위에 파란 물결이 부드러운 곡선으로 표시된다.

 

 

하지만 자세히 보면 폴리곤은 여전히 거칠다.

 

폴리곤을 부드럽게 바꿔보자.

 

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using Godot;
using System.Collections.Generic;
 
public partial class WaterBody : Node2D
{
    public float k;
    public float d;
    public float spread;
    public int passes;
    public List<spring> springs;
    public int spring_number;
    public int distance_between_springs;
    public int depth;
    public int target_height;
    public int bottom;
    public PackedScene scene;
    public Polygon2D water_polygon;
    public Curve2D wave_position;
 
    public override void _Ready()
    {
        k = 0.015f;
        d = 0.05f;
        spread = 0.0002f;
        passes = 8;
        depth = 1000;
        bottom = (int)GlobalPosition.Y + depth;
        water_polygon = GetNode<Polygon2D>("Polygon2D");
 
        springs= new List<spring>();
        spring_number = 10;
        distance_between_springs = 100;
        scene = ResourceLoader.Load<PackedScene>("res://spring.tscn");
        for (int i = 0; i < spring_number; i++)
        {            
            Node2D s = scene.Instantiate<Node2D>();            
            AddChild(s);            
            springs.Add(s as spring);
 
            int x_position = distance_between_springs * i + 100;
            (s as spring).Initialize(x_position);
        }
 
        wave_position = new Curve2D();
    }
 
    public override void _PhysicsProcess(double delta)
    {
        if (Input.IsActionJustPressed("ui_accept"))
            splash(520);
 
        foreach (spring item in springs)
        {
            item.water_update(k, d);
        }
 
        List<float> left_deltas = new List<float>();
        List<float> right_deltas = new List<float>();
 
        for(int i = 0; i < springs.Count; i++)
        {
            left_deltas.Add(0.0f);
            right_deltas.Add(0.0f);
        }
 
        for (int p = 0; p < passes; p++)
        {
            for (int i = 0; i < springs.Count; i++)
            {
                if (i > 0)
                {
                    left_deltas[i] = spread * (springs[i].height - springs[i-1].height);
                    springs[i-1].velocity += left_deltas[i];
                }
                if (i < springs.Count - 1)
                {
                    right_deltas[i] = spread * (springs[i].height - springs[i+1].height);
                    springs[i+1].velocity += right_deltas[i];
                }
            }
        }
 
        draw_wave();
        draw_waterbody();
        // draw_wave()가 먼저 호출되어야 한다.
    }
 
    public void splash(int index, float speed)
    {
        if(index >= 0 && index < springs.Count)
        {
            springs[index].velocity += speed;
        }
    }
 
    public void draw_waterbody()
    {
        List<Vector2> surface_points = new List<Vector2>();
        //foreach (spring item in springs)
        //{
        //    surface_points.Add(item.Position);
        //}
        Vector2[] baked_points = wave_position.GetBakedPoints();
        for (int i = 0; i < baked_points.Length; i++)
        {
            surface_points.Add(baked_points[i]);
        }
        // wave_position으로 만든 곡선의 포인트를 폴리곤 포인트로 사용하기 위해
        // 위와 같이 수정한다.
 
        int first_index = 0;
        int last_index = surface_points.Count - 1;
 
        surface_points.Add(new Vector2(surface_points[last_index].X, bottom));
        surface_points.Add(new Vector2(surface_points[first_index].X, bottom));
        
        water_polygon.Polygon = surface_points.ToArray();
    }
 
    public override void _Draw()
    {
        DrawPolyline(wave_position.Tessellate(), Colors.Blue, 5);
    }
 
    public void draw_wave()
    {
        wave_position.ClearPoints();
 
        Vector2 control0 = new Vector2(-500);
        Vector2 control1 = new Vector2(500);
 
        foreach (spring item in springs)
        {
            wave_position.AddPoint(item.Position, control0, control1);
        }
 
        QueueRedraw();
    }
}
 

 

 

WaterBody.cs를 위와같이 변경한다.

 

폴리곤도 부드럽게 바뀌었다.

 

2024.02.11 - [Godot] - [Godot] 2D Splash Dynamic Wave 자연스러운 물결 파동 3. 응용

 

※ 참고

Beziers, curves, and paths

Make a Splash With Dynamic 2D Water Effects

 

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