Difference between revisions of "NewtonConvexCollisionCalculateBuoyancyAcceleration"

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#REDIRECT [[NewtonConvexCollisionCalculateBuoyancyVolume]]
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== NewtonConvexCollisionCalculateBuoyancyAcceleration ==
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void NewtonConvexCollisionCalculateBuoyancyAcceleration (const NewtonCollision* const convexCollision, const dFloat* const matrix, const dFloat* const shapeOrigin, const dFloat* const gravityVector, const dFloat* const fluidPlane, dFloat fluidDensity, dFloat fluidViscosity, dFloat* const accel, dFloat* const alpha)
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== Usage ==
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Add buoyancy force and torque for bodies immersed in a fluid.
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== Parameters ==
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* const NewtonCollision* const convexCollision
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* const dFloat* const matrix
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* const dFloat* const shapeOrigin
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* const dFloat* const gravityVector
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* const dFloat* const fluidPlane
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* dFloat fluidDensity
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* dFloat fluidViscosity
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* dFloat* const accel
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* dFloat* const alpha
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== Return ==
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* (Procedure)
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== Description ==
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* This function is only effective when called from *NewtonApplyForceAndTorque callback*
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* This function adds buoyancy force and torque to a body when it is immersed in a fluid.
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* The force is calculated according to Archimedes Buoyancy Principle. When the parameter *buoyancyPlane* is set to NULL, the body is considered
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* to completely immersed in the fluid. This can be used to simulate boats and lighter than air vehicles etc..
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* If *buoyancyPlane* return 0 buoyancy calculation for this collision primitive is ignored, this could be used to filter buoyancy calculation
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* of compound collision geometry with different IDs.
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== See also ==
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[[NewtonConvexCollisionCalculateVolume]]
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[[Category:convex collision primitives creation functions]] [[Category:Newton Functions]] [[Category:Newton 3 Functions]] [[Category:Collision shape functions]]

Latest revision as of 05:31, 18 June 2019

NewtonConvexCollisionCalculateBuoyancyAcceleration

void NewtonConvexCollisionCalculateBuoyancyAcceleration (const NewtonCollision* const convexCollision, const dFloat* const matrix, const dFloat* const shapeOrigin, const dFloat* const gravityVector, const dFloat* const fluidPlane, dFloat fluidDensity, dFloat fluidViscosity, dFloat* const accel, dFloat* const alpha)

Usage

Add buoyancy force and torque for bodies immersed in a fluid.

Parameters

  • const NewtonCollision* const convexCollision
  • const dFloat* const matrix
  • const dFloat* const shapeOrigin
  • const dFloat* const gravityVector
  • const dFloat* const fluidPlane
  • dFloat fluidDensity
  • dFloat fluidViscosity
  • dFloat* const accel
  • dFloat* const alpha

Return

  • (Procedure)

Description

  • This function is only effective when called from *NewtonApplyForceAndTorque callback*
  • This function adds buoyancy force and torque to a body when it is immersed in a fluid.
  • The force is calculated according to Archimedes Buoyancy Principle. When the parameter *buoyancyPlane* is set to NULL, the body is considered
  • to completely immersed in the fluid. This can be used to simulate boats and lighter than air vehicles etc..
  • If *buoyancyPlane* return 0 buoyancy calculation for this collision primitive is ignored, this could be used to filter buoyancy calculation
  • of compound collision geometry with different IDs.

See also

NewtonConvexCollisionCalculateVolume