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eulerjs API / @eulerjs/marine / BuoyancyOptions

BuoyancyOptions ​

Defined in: packages/marine/src/Buoyancy.ts:14

Properties ​

PropertyTypeDescriptionDefined in
angularDrag?number-packages/marine/src/Buoyancy.ts:32
cellSize?numberCell size used when the behaviour voxelizes the body's meshes itself.packages/marine/src/Buoyancy.ts:22
heaveDamping?numberResistance to cells moving into or out of the water, in N·s/m per m³ of submerged cell. It is what makes a hull settle instead of bobbing and rocking forever.packages/marine/src/Buoyancy.ts:27
linearDrag?numberLinear drag (per second) when fully submerged; it scales down to the minimum as the hull leaves the water.packages/marine/src/Buoyancy.ts:31
minimumAngularDrag?number-packages/marine/src/Buoyancy.ts:35
minimumLinearDrag?numberDrag that remains however little of the hull is in the water.packages/marine/src/Buoyancy.ts:34
oceanOcean<WaveSurface>-packages/marine/src/Buoyancy.ts:15
slamCoefficient?numberExtra drag, quadratic in speed, on partly submerged cells plunging into the water (slamming).packages/marine/src/Buoyancy.ts:29
surfaceSampleSpacing?numberSpacing of the grid the wave surface is sampled on under the hull, in metres (default 0.5). The cost of a step grows with the hull's area divided by this squared, not with the number of cells; see SurfaceGrid for the accuracy.packages/marine/src/Buoyancy.ts:41
voxels?VoxelsThe hull as cells in the body frame. Defaults to the body's own voxels (a body added with shape: 'voxels'), or else to voxelizing the body's meshes when the behaviour is attached.packages/marine/src/Buoyancy.ts:20

Released under the MIT License.