public Oni.FluidMaterial GetEquivalentOniMaterial() { Oni.FluidMaterial material = new Oni.FluidMaterial(); material.smoothingRadius = smoothingRadius; material.restDensity = restDensity; material.viscosity = viscosity; material.surfaceTension = surfaceTension; material.buoyancy = buoyancy; material.atmosphericDrag = atmosphericDrag; material.atmosphericPressure = atmosphericPressure; material.vorticity = vorticity; return(material); }
public override Oni.FluidMaterial GetEquivalentOniMaterial(Oni.SolverParameters.Mode mode) { Oni.FluidMaterial material = new Oni.FluidMaterial(); material.smoothingRadius = GetParticleSize(mode); material.restDensity = restDensity; material.viscosity = 0; material.surfaceTension = 0; material.buoyancy = -1; material.atmosphericDrag = 0; material.atmosphericPressure = 0; material.vorticity = 0; return(material); }
public float plasticThreshold; /**< amount of stretching stress that a elastic material must undergo to become plastic.*/ public Oni.FluidMaterial GetEquivalentOniMaterial() { Oni.FluidMaterial material = new Oni.FluidMaterial(); material.stiffness = stiffness; material.restDistance = restDistance; material.restDensity = restDensity; material.viscosity = viscosity; material.cohesion = cohesion; material.surfaceTension = surfaceTension; material.buoyancy = buoyancy; material.drag = drag; material.vorticity = vorticity; return(material); }
public override Oni.FluidMaterial GetEquivalentOniMaterial(Oni.SolverParameters.Mode mode) { Oni.FluidMaterial material = new Oni.FluidMaterial(); // smoothing radius must be at least twice the particle radius, so that particle centers can reach each other. That's why the size is not multiplied by 0.5f. material.smoothingRadius = GetParticleSize(mode) * smoothing; material.restDensity = restDensity; material.viscosity = viscosity; material.surfaceTension = surfaceTension; material.buoyancy = buoyancy; material.atmosphericDrag = atmosphericDrag; material.atmosphericPressure = atmosphericPressure; material.vorticity = vorticity; return(material); }