Unigine::PhysicalWater Class

A PhysicalWater class is used to simulate water interaction effects.

Notice
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.

• An article on Physical Water
• A set of samples located in the data/samples/physicals folder:
1. water_00
2. water_01

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.

voidsetAngularDamping(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.

floatgetAngularDamping()

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.

floatgetContactDepth(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::vec3getContactForce(int num)

Returns the force in the point of a given contact.

Arguments

• int num - Contact number.

Force value.

Math::Vec3getContactPoint(int num)

Returns the coordinates of the contact point.

Arguments

• int num - Contact number.

Return value

Contact point coordinates.

Math::vec3getContactVelocity(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.

voidsetDensity(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.

floatgetDensity()

Returns the current density of the physical water that determines objects buoyancy.

Return value

The density value.

voidsetLinearDamping(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.

floatgetLinearDamping()

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.

intgetNumContacts()

Returns the number of contacts between the physical water and the objects.

Return value

Number of contacts.

voidsetSize(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::vec3getSize()

Returns the current size of the physical water node.

Return value

The size of the water box in units.

voidsetVelocity(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::vec3getVelocity()

Returns the current velocity of the flow in physical water.

Return value

The velocity in units per second.

inttype()

Returns the type of the node.

Return value

Physical type identifier.
Last update: 10.08.2018