# 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.

### 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

### 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:
2019-08-16

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