PhysicalWater Class
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Inherits: | Physical |
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 <UnigineSDK>/data/samples/physicals folder:
- water_00
- water_01
PhysicalWater Class
Members
static PhysicalWater ( vec3 size ) #
Constructor. Creates a physical water node of the specified size.Arguments
- vec3 size - Water box size in units.
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.
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.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.
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.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.
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.void setSize ( vec3 size ) #
Sets the size of the physical water node.Arguments
- vec3 size - Water box size in units.
vec3 getSize ( ) #
Returns the current size of the physical water node.Return value
Water box size.void setVelocity ( vec3 velocity ) #
Sets velocity of the flow in physical water.Arguments
- vec3 velocity - Velocity in units per second.
vec3 getVelocity ( ) #
Returns the current velocity of the flow in physical water.Return value
Velocity in units per second.static int type ( ) #
Returns the type of the node.Return value
Physical type identifier.Last update:
2020-04-10
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