So, I'm trying to calculate the area of the part of a boat submerged in water (2D)

Is there any easy way to do this using *Area2D* or *CollisionShapes*(any methods)? Or do I have to write my own algorithm?

I'm quite new to game development and Godot, so any help is appreciated.

**Edit 1:**

So, what I'm trying to do is calculate the buoyant force on a 2d ship in water. It's sort of an endless runner, and the water is a tilemap that's generated as you move. The ship is a just a sprite at the moment, and I have a rudimentary buoyancy effect working using the height of the sprite in water, but as it rotates it changes.

I considered using the rigidbody node at first, but I couldn't figure out the right balance, and I didn't know how to change speed upon hitting water.

So, what I want is a foolproof method to calculate buoyant force, no matter what changes I make elsewhere in the code.