blaze.collision.shapes.fluidParticle



class FluidParticle : blaze.collision.shapes.shape.Shape;
A fluid particle

this(bVec2 position, float restitution, float friction);
Constructor

void updatePressure ();
Updates the pressure using a modified ideal gas state equation (see the paper "Smoothed particles: A new paradigm for animating highly deformable bodies." by Desbrun)

void update (TimeStep step, bVec2 gravity);
Updates the particle.

AABB aabb ();
Returns:
the axis aligned bounding box associated with the shape, in reference to the parent body's transform

void updateAABB ();
Update the AABB

bVec2 worldCenter ();
Returns:
The particles position in world coordinates

void setMass (float mass);
Params:
float mass the new mass of the particle

void addNeighbor (uint ID);
Adds a neighbor to the neighbor list

void addForce (bVec2 force);
Applies a force to the particle

Params:
bVec2 force the force to apply

bool containsPoint (bVec2 v);
Returns:
false. A particle can't contain a point

float calculateInertia (float m, bVec2 offset);
Calculates the inertia

Params:
float m ignored
bVec2 offset ignored

Returns:
0.0f

void applyImpulse (bVec2 penetration, bVec2 penetrationNormal, float rest, float fric);
Applies an impulse to the particle

Params:
bVec2 penetration the distance and direction of penetration
bVec2 penetrationNormal penetration, but with a length of 1.0
float rest the coefficient of restitution
float fric the coefficient of friction

void computeSweptAABB (bXForm xf1, bXForm xf2);
Updates the AABB

void triangulate ();
Does nothing

void updateSweepRadius (bVec2 center);
Does nothing

void computeMass (ref MassData massData);
Does nothing

void computeAABB (ref AABB aabb, bXForm xf);
Does nothing

SegmentCollide testSegment (bXForm xf, ref float lambda, ref bVec2 normal, Segment segment, float maxLambda);
Returns:
SegmentCollide.MISS

bool testPoint (bXForm xf, bVec2 p);
Returns:
false

bVec2 support (bXForm xf, bVec2 d);
Returns:
a zero vector

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