August 11, 2012, 3:00pm
Hi guys, is there a way to add collision to water? i want to make water splash when a physic object comes into contact with water.
is this possible?
Code that i use to create water.
WaterFilter water = new WaterFilter(rootNode, new Vector3f(-0.5f, -1f, -0.3f));
FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
BloomFilter bloom=new BloomFilter();
LightScatteringFilter lsf = new LightScatteringFilter(new Vector3f(-0.5f, -1f, -0.3f).mult(-300));
DepthOfFieldFilter dof=new DepthOfFieldFilter();
water.setFoamExistence(new Vector3f(0f, 0f, 0f));
August 14, 2012, 8:29pm
One of my idea would be to find the height of the water then make a colision annimation at the x,z position of the object when it get smaller or equal to the height of the water!
You’d probably want to use SimpleWater instead of the post water. There is a demo vid somwhere of someone making his boat floating on the water. You can use the same technique to detect the collision with the water. then add some splashy particles and deform the water mesh you’re done. But that won’t work with post processing water.
August 15, 2012, 7:35am
You can add a quad to the scene, place it at the height of the water and set its cullHint to always. Then just perform a collision check. and emit particles where it collides.
The quad will never be rendered but it’s still in the scene graph
Yeah, but then you will ignore wave heights. That is not so much a problem for lakes with small waves, but when you have bigger waves it will be very noticeable.
August 15, 2012, 7:43am
True, but if the splash is big enough, i guess it won’t be noticeable much…anyway you won’t have wave at all with SimpleWater…
he/she want only “splash effect” so time when it appear don’t need to be affected by waves
so simple culled quad is enough for this
ahh i was after nehon