Unigine::PhysicalWater Class
Header: | #include <UniginePhysicals.h> |
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 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.
Ptr<PhysicalWater> cast(const Ptr<Node> & node)
Casts a PhysicalWater out of the Node instance.Arguments
- const Ptr<Node> & node - Pointer to Node.
Return value
Pointer to PhysicalWater.Ptr<PhysicalWater> cast(const Ptr<Physical> & base)
Casts a PhysicalWater out of the Physical instance.Arguments
- const Ptr<Physical> & base - Pointer to Physical.
Return value
Pointer to PhysicalWater.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.int type()
Last update: 03.07.2017
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