PhysicalWater Class
A PhysicalWater class is used to simulate water interaction effects.
The water will affect only objects, to which a cloth body or a rigid body are assigned.
If the rigid body is used, a shape should be also assigned.
See Also
- An article on Physical Water
- A set of samples located in the data/samples/physicals folder:
- water_00
- water_01
PhysicalWater Class
This class inherits from PhysicalMembers
PhysicalWater (vec3 size)
Constructor. Creates a physical water node of the specified size.Arguments
- vec3 size - Water box size in units.
float getAngularDamping ()
Returns the current value indicating how much the angular velocity of the objects decreases when they get into the physical water.Return value
Angular damping value.Body getContactBody (int num)
Returns the body of the object by the given contact with physical water.Arguments
- int num - Contact number.
Return value
Body of the object.float getContactDepth (int num)
Returns the depth of the object submergence by the given contact.Arguments
- int num - Contact number.
Return value
Depth of object submergence in units.vec3 getContactForce (int num)
Returns the force in the point of a given contact.Arguments
- int num - Contact number.
Return value
Force value.vec3 getContactPoint (int num)
Returns the coordinates of the contact point.Arguments
- int num - Contact number.
Return value
Contact point coordinates.vec3 getContactVelocity (int num)
Returns the relative velocity between the object and the physical water.Arguments
- int num - Contact number.
Return value
Relative velocity in units per second.float getDensity ()
Returns the current density of the physical water that determines buoyancy of objects that float in the physical water.Return value
Density value.float getLinearDamping ()
Returns the current value indicating how much the linear velocity of the objects decreases when they get into the physical water.Return value
Linear damping value.int getNumContacts ()
Returns the number of contacts between the physical water and the objects.Return value
Number of contacts.vec3 getSize ()
Returns the current size of the physical water node.Return value
Water box size.vec3 getVelocity ()
Returns the current velocity of the flow in physical water.Return value
Velocity in units per second.void setAngularDamping (float damping)
Sets a value indicating how much the angular velocity of the objects decreases when they get into the physical water. The higher the value is, the lower the angular velocity will be.Arguments
- float damping - Angular damping value. If a negative value is provided, 0 will be used instead.
void setDensity (float density)
Sets the density of the water that determines buoyancy of objects that float in the physical water. The higher the value is, the higher buoyancy of the object.Arguments
- float density - Density value. If a negative value is provided, 0 will be used instead.
void setLinearDamping (float damping)
Sets a value indicating how much the linear velocity of the objects decreases when they get into the physical water. The higher the value is, the lower the linear velocity will be.Arguments
- float damping - Linear damping value. If a negative value is provided, 0 will be used instead.
void setSize (vec3 size)
Sets the size of the physical water node.Arguments
- vec3 size - Water box size in units.
void setVelocity (vec3 velocity)
Sets velocity of the flow in physical water.Arguments
- vec3 velocity - Velocity in units per second.
Last update: 2017-07-03
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