Unigine::BodyWater Class
Header: | #include <UniginePhysics.h> |
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
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
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 occurred).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 occurred).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
Last update:
13.12.2024
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