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
Last update:
13.12.2024
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