I can't seem to get colliders moving and interacting with the fluid how I expect it to.
I have a LevelSetLiquid that is half full with fluid. I then move a sphere in from outside of the domain that slowly moves through it.
I am moving it by setting the transform of the colliders Surface3.
surf->transform.setOrientation(jet::QuaternionD(quat.w, -quat.v.x, -quat.v.y, -quat.v.z));
surf->transform.setTranslation(jet::Vector3D(p.x, p.y, p.z));
But I think I may need to add velocity to the RigidBody as well, but I tried adding linearvelocity to it but it doesn't seem to work.
What happens is I see some slight affect on the fluid as the sphere moves in. But I am expecting the sphere to completely push the entire fluid, which it doesn't.
I will try to get another gif to you later today to demonstrate the issue, but if you are able to provide an example where I could manually set the location of objects before the solver->update method is called that would be great. I am not using your callback system due to the way my code is structured.
I can't seem to get colliders moving and interacting with the fluid how I expect it to.
I have a LevelSetLiquid that is half full with fluid. I then move a sphere in from outside of the domain that slowly moves through it.
I am moving it by setting the transform of the colliders Surface3.
But I think I may need to add velocity to the RigidBody as well, but I tried adding linearvelocity to it but it doesn't seem to work.
What happens is I see some slight affect on the fluid as the sphere moves in. But I am expecting the sphere to completely push the entire fluid, which it doesn't.
I will try to get another gif to you later today to demonstrate the issue, but if you are able to provide an example where I could manually set the location of objects before the solver->update method is called that would be great. I am not using your callback system due to the way my code is structured.