Unigine::PhysicalWater Class
Header: | #include <UniginePhysicals.h> |
Inherits from: | 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 PhysicalWaterPtr create ( const Math::vec3 & size ) #
Constructor. Creates a physical water node of the specified size.Arguments
- const Math::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.Arguments
- float damping - An 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
The angular damping value.Ptr<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.Math::vec3 getContactForce ( int num ) #
Returns the force in the point of a given contact.Arguments
- int num - Contact number.
Return value
Force value.Math::Vec3 getContactPoint ( int num ) #
Returns the coordinates of the contact point.Arguments
- int num - Contact number.
Return value
Contact point coordinates.Math::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 a density of the water that determines objects buoyancy.Arguments
- float density - A 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 objects buoyancy.Return value
The 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.Arguments
- float damping - A 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
The linear damping value.int getNumContacts ( ) #
Returns the number of contacts between the physical water and the objects.Return value
Number of contacts.void setSize ( const Math::vec3 & size ) #
Sets a size of the physical water node.Arguments
- const Math::vec3 & size - A size of the water box in units. If a negative value is provided, 0 will be used instead.
Math::vec3 getSize ( ) #
Returns the current size of the physical water node.Return value
The size of the water box in units.void setVelocity ( const Math::vec3 & velocity ) #
Sets a velocity of the flow in physical water.Arguments
- const Math::vec3 & velocity - A velocity in units per second.
Math::vec3 getVelocity ( ) #
Returns the current velocity of the flow in physical water.Return value
The velocity in units per second.static int type ( ) #
Returns the type of the node.Return value
Physical type identifier.Last update:
2019-12-25
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