This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Unigine.BodyWater Class

Inherits from: 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.

See Also#

  • A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/physics/ folder:
    • water_00
    • water_01
    • water_02
    • water_03
    • water_04

BodyWater Class

Properties

float Liquidity#

The current fluidity of the water.

int Intersection#

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

float InteractionForce#

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

float LinearDamping#

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

float AngularDamping#

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

float Distance#

The current distance of water simulation. it does not interfere with objects buoyancy.

float Depth#

The current depth of the water (unless intersection has occurred).

float Density#

The current density of the water that determines objects buoyancy.

int Absorption#

The A value indicating if the waves are dispersed along the mesh perimeter.

Members


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.

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 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.
Last update: 2024-12-13
Build: ()