Difference between revisions of "NewtonConvexCollisionCalculateBuoyancyAcceleration"
(WikiSysop moved page NewtonConvexCollisionCalculateBuoyancyAcceleration to NewtonConvexCollisionCalculateBuoyancyVolume) |
|||
Line 1: | Line 1: | ||
− | + | == 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]] | ||
+ | |||
+ | [[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
Contents
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.