What this component contains
ATTRIBUTION.mdLICENSEREADME.mdbaltor_test.gdbuoyancy_probes_3d.gdcomponent.jsoninspect_gdscript.pyrun_tests.gdtest_package.pytests/test_buoyancy_probes_3d.gdverification/native.json
How it works
- Class
- BaltorBuoyancy3D, extends Node
- Methods
- wave_height_at(point: Vector2, time: float, base_height: float, wave_list: PackedVector4Array) -> float; surface_height(world_position: Vector3) -> float; probe_force(depth: float, mass_share: float) -> float; get_submerged_ratio() -> float; get_time() -> float; apply_forces(body: RigidBody3D, delta: float) -> void
- Signals
- entered_water, left_water
- Exports
- water_height, waves, probes, probe_depth, buoyancy, gravity, water_drag, water_angular_drag
- Placement
- res://baltor/godot_components/buoyancy_probes_3d/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
godot_parse_check_onlygodot_gdscript_testsgodot_tests_reject_gutted_componentgodot_editor_importgodot_contract_reflectiongodot_readme_usage_compiles
Limits to consider
Not a fluid simulation: probes ignore hull shape and displaced volume, and waves are sums of sines without Gerstner sideways motion. Light default drag lets bodies bob for a while. The surface function must match any water shader you pair it with. Verified with Godot 4.7.2 headless; written against the Godot 4.3 API.