A place to discuss everything related to Newton Dynamics.
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by PJani » Fri Sep 11, 2009 5:50 pm
What settings to use for water buoyancy if 1unit = 1meter. i have set density 1000kg/m^3 but i dont have idea what to set for fluidLinearViscosity and fluisAngularViscosity.
When i drop 0.2m^3(200 liter) empty barrel with mass 20kg from 100meters barrel jumps outof water like rocket. 10meters high.
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PJani
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by Julio Jerez » Fri Sep 11, 2009 6:10 pm
you can use trial an error.
when using boyuancy you cans no really gon by teh density and volume, because density is a volumetric quantity teh quicky crate very large mass value,
and that eassitly brake the floating point precitions.
I worte a doc of hwo to usin scaling, but essentcially you can save a water density with teh body, and usin fo each body.
say you havce a body of side A and one side 2 * A,
to obey the Mas/desnsity equation you will have to have the secund body 8 time heavier than the first body, so the ratio goes quite fast.
if instead secund body is only twice as heavy it will float a lot more, but you can scale it water density and make lighter, that way thewill sink mopre will displace more volume.
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Julio Jerez
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by PJani » Sat Sep 12, 2009 9:14 am
This means more lines of code in my force callback?
| i7-5930k@4.2Ghz, EVGA 980Ti FTW, 32GB RAM@3000 |
| Dell XPS 13 9370, i7-8550U, 16GB RAM |
| Ogre 1.7.4 | VC++ 9 | custom OgreNewt, Newton 300 |
| C/C++, C# |
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PJani
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- Joined: Mon Feb 02, 2009 7:18 pm
- Location: Slovenia
by Julio Jerez » Sat Sep 12, 2009 9:50 am
no, all you need to save is a scale factor for for the Body Volume with the body.
so for body one the density is bodyScale * fluidDentity
so for body one the density is bodyScale * fluidDentity
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Julio Jerez
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