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Unigine.BodyWater Class

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

Properties

float Liquidity#

The current fluidity of the water.

int Intersection#

The A value indicating if intersection with the ground is enabled. the ground should be a parent node.

float InteractionForce#

The current interaction force that determines how much velocity values of water and objects that get into it are leveled.

float LinearDamping#

The current value indicating how much the linear velocity of the objects decreases when they get into the water.

float AngularDamping#

The current value indicating how much the angular velocity of the objects decreases when they get into the water.

float Distance#

The current distance of water simulation. it does not interfere with objects buoyancy.

float Depth#

The current depth of the water (unless intersection has occurred).

float Density#

The current density of the water that determines objects buoyancy.

int Absorption#

The A value indicating if the waves are dispersed along the mesh perimeter.

Members


BodyWater ( ) #

Constructor. Creates a water body with default properties.

BodyWater ( Object object ) #

Constructor. Creates a water body with default properties for a given object.

Arguments

  • Object object - Object with a new water body.

float GetParticleHeight ( vec3 position ) #

Returns the vertical shift of the given point of the water.

Arguments

  • vec3 position - Point local coordinates (only along X and Y axes).

Return value

Height in units of the vertical water shift.

vec3 GetParticleVelocity ( vec3 position ) #

Returns the velocity value in the given point of the water.

Arguments

  • vec3 position - Point local coordinates (only along X and Y axes).

Return value

Velocity value.

void AddParticleHeight ( 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

  • 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 ( vec3 position, 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

  • vec3 position - Point local coordinates (only along X and Y axes) of applying the force.
  • vec3 velocity - Velocity value.
Last update: 13.12.2024
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