This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
FAQ
编程
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
应用程序接口
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Plugins-Related Classes
CIGI Client Plugin
Rendering-Related Classes
注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

Unigine::BodyWater Class

Header:#include <UniginePhysics.h>
Inherits:Body

This class is used to simulate water body that provide buoyancy and waves from other physical bodies. It is simulated as a 2D grid with point particles positioned in the vertices of the mesh.

BodyWater Class

Members


static BodyWaterPtr create()

Constructor. Creates a water body with default properties.

static BodyWaterPtr create(const Ptr<Object> & object)

Constructor. Creates a water body with default properties for a given object.

Arguments

  • const Ptr<Object> & object - Object with a new water body.

Ptr<BodyWater> cast(const Ptr<Body> & body)

Arguments

  • const Ptr<Body> & body

void setAbsorption(int absorption)

Updates a value indicating if the waves should be dispersed along the mesh perimeter.

Arguments

  • int absorption - Positive number to allow wave dispersion, 0 for the waves to be reflected.

int getAbsorption()

Returns a value indicating if the waves are dispersed along the mesh perimeter.

Return value

Positive value, if the waves are dispersed along the mesh perimeter; 0 if they are reflected.

void setAngularDamping(float damping)

Updates a value indicating how much the angular velocity of the objects decreases when they get into the water.

Arguments

  • float damping - Anglular damping value. If a negative value is provided, 0 will be used instead.

float getAngularDamping()

Returns the current value indicating how much the angular velocity of the objects decreases when they get into the water.

Return value

Anglular damping value.

void setDensity(float density)

Updates the density of the water that determines objects buoyancy.

Arguments

  • float density - Density value. If a negative value is provided, 0 will be used instead.

float getDensity()

Returns the current density of the water that determines objects buoyancy.

Return value

Density value.

void setDepth(float depth)

Updates the depth of the water (unless intersection has occured).

Arguments

  • float depth - Depth value. If a negative value is provided, 0 will be used instead.

float getDepth()

Returns the current depth of the water (unless intersection has occured).

Return value

Depth value.

void setDistance(float distance)

Updates the distance of water simulation. It does not interfere with objects buoyancy.

Arguments

  • float distance - Simulation distance. If a negative value is provided, 0 will be used instead.

float getDistance()

Returns the current distance of water simulation. It does not interfere with objects buoyancy.

Return value

Simulation distance.

void setInteractionForce(float force)

Updates the interaction force that determines how much velocity values of water and objects that get into it are leveled.

Arguments

  • float force - Interaction force value. If a negative value is provided, 0 will be used instead.

float getInteractionForce()

Returns the current interaction force that determines how much velocity values of water and objects that get into it are leveled.

Return value

Interaction force value.

void setIntersection(int intersection)

Updates a value indicating if intersection with the ground is enabled. The ground should be a parent node.

Arguments

  • int intersection - Positive value to enable intersection, 0 to disable it.

int getIntersection()

Returns a value indicating if intersection with the ground is enabled. The ground should be a parent node.

Return value

Positive value if intersection is enabled, 0 if disabled.

void setLinearDamping(float damping)

Updates a value indicating how much the linear velocity of the objects decreases when they get into the water.

Arguments

  • float damping - Linear damping value. If a negative value is provided, 0 will be used instead.

float getLinearDamping()

Returns the current value indicating how much the linear velocity of the objects decreases when they get into the water.

Return value

Linear damping value.

void setLiquidity(float liquidity)

Updates the viscosity of the water.

Arguments

  • float liquidity - Liquidity value. If a negative value is provided, 0 will be used instead.

float getLiquidity()

Returns the current fluidity of the water.

Return value

Liquidity value.

float getParticleHeight(const Math::vec3 & position)

Returns the vertical shift of the given point of the water.

Arguments

  • const Math::vec3 & position - Point local coordinates (only along X and Y axes).

Return value

Height in units of the vertical water shift.

Math::vec3 getParticleVelocity(const Math::vec3 & position)

Returns the velocity value in the given point of the water.

Arguments

  • const Math::vec3 & position - Point local coordinates (only along X and Y axes).

Return value

Velocity value.

void addParticleHeight(const Math::vec3 & position, float height)

Adds the vertical shift to the water. Nearby water particles, that form a plane water grid, will change their height accordingly, simulating rings on the water.

Arguments

  • const Math::vec3 & position - Point local coordinates (only along X and Y axes) of the vertical shift.
  • float height - Height in units of the vertical water shift.

void addParticleVelocity(const Math::vec3 & position, const Math::vec3 & velocity)

Applies the force to the water. To nearby water particles, that form a plane water grid, will be passed appropriate velocity values, simulating wake from the moving object.

Arguments

  • const Math::vec3 & position - Point local coordinates (only along X and Y axes) of applying the force.
  • const Math::vec3 & velocity - Velocity value.
Last update: 2018-08-10
Build: ()