BodyWater Class
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
This class inherits from BodyMembers
BodyWater ()
Constructor. Creates a water body with default properties.BodyWater (Object object)
Constructor. Creates a water body with default properties for a given object.Arguments
- Object object - Object with a new water body.
void addParticleHeight (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
- 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 (vec3 position, 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
- vec3 position - Point local coordinates (only along X and Y axes) of applying the force.
- vec3 velocity - Velocity value.
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.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.float getDensity ()
Returns the current density of the water that determines objects buoyancy.Return value
Density value.float getDepth ()
Returns the current depth of the water (unless intersection has occured).Return value
Depth value.float getDistance ()
Returns the current distance of water simulation. It does not interfere with objects buoyancy.Return value
Simulation distance.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.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.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.float getLiquidity ()
Returns the current fluidity of the water.Return value
Liquidity value.float getParticleHeight (vec3 position)
Returns the vertical shift of the given point of the water.Arguments
- vec3 position - Point local coordinates (only along X and Y axes).
Return value
Height in units of the vertical water shift.vec3 getParticleVelocity (vec3 position)
Returns the velocity value in the given point of the water.Arguments
- vec3 position - Point local coordinates (only along X and Y axes).
Return value
Velocity value.void setAbsorption (int absorption)
Updates a value indicating if the waves should be dispersed along the mesh perimeter. The default is 0.Arguments
- int absorption - Positive number to allow wave dispersion, 0 for the waves to be reflected.
void setAngularDamping (float damping)
Updates a value indicating how much the angular velocity of the objects decreases when they get into the water. The default is 1.Arguments
- float damping - Anglular damping value. If a negative value is provided, 0 will be used instead.
void setDensity (float density)
Updates the density of the water that determines objects buoyancy. The default is 1.Arguments
- float density - Density value. If a negative value is provided, 0 will be used instead.
void setDepth (float depth)
Updates the depth of the water (unless intersection has occured). The default is 1Arguments
- float depth - Depth value. If a negative value is provided, 0 will be used instead.
void setDistance (float distance)
Updates the distance of water simulation. It does not interfere with objects buoyancy. The default is infinity.Arguments
- float distance - Simulation distance. If a negative value is provided, 0 will be used instead.
void setInteractionForce (float force)
Updates the interaction force that determines how much velocity values of water and objects that get into it are leveled. The default is 1.Arguments
- float force - Interaction force value. If a negative value is provided, 0 will be used instead.
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.
void setLinearDamping (float damping)
Updates a value indicating how much the linear velocity of the objects decreases when they get into the water. The default is 1.Arguments
- float damping - Linear damping value. If a negative value is provided, 0 will be used instead.
void setLiquidity (float liquidity)
Updates the viscosity of the water. The default is 1.Arguments
- float liquidity - Liquidity value. If a negative value is provided, 0 will be used instead.
Last update: 2017-07-03
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