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In the calculation, the fluid density cancels out. density = mass * solidDensityFactor / shapeVolume; For example, consider two balls with the same diameter but made from different materials. When placed in the same fluid, the denser ball must displace a greater volume of fluid before the buoyant force balances its weight. This relationship is independent of the fluid density and is reflected in the equation above. The principle involved is simply that the buoyant force equals the weight of the displaced fluid. When you solve for the amount of displacement required to support the object's weight, For example: Using this approach, the equation can be written as: float fluidDensity = 1.0f; You can store fluidDensity separately. It is difficult to get the intuition, because must solids do not really change volume, so using volume instead of mass, seen wrong. |
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I have adapted the code here into my buoyancy calculation:
Why does the collision object have a "solidDentityFactor" value? Shouldn't the density of the object be calculated automatically from the mass and volume?
I don't see anywhere the fluid density is taken into account?
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