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Unigine.PhysicsIntersection Class

This class stores the result of the physics intersection (coordinates of the intersection, the shape of the object, the index of the surface). If you need information on the normal at the intersection point, use the PhysicsIntersectionNormal class.

Usage Example#

The following example shows how you can get the intersection information by using the PhysicsIntersection class. In this example we specify a line from the point of the camera (vec3 p0) to the point of the mouse pointer (vec3 p1). The executing sequence is the following:

  1. Define and initialize two points (p0 and p1) by using the Player.getDirectionFromScreen() function.
  2. Create an instance of the PhysicsIntersection class to get the intersection information.
  3. Check, if there is an intersection with an object with a shape or a collision object. The getIntersection() function returns an intersected object when the object intersects with the traced line.
  4. In this example, when the object intersects with the traced line, all the surfaces of the intersected object change their material parameters. If the object has a shape, its information will be shown in console. The PhysicsIntersection class instance gets the coordinates of the intersection point and the Shape class object. You can get all these fields by using getShape(), getPoint() functions.
Source code (C#)
// AppWorldlogic.cs

using Unigine;

#if UNIGINE_DOUBLE
    using Vec3 = Unigine.dvec3;
    using Vec4 = Unigine.dvec4;
    using Mat4 = Unigine.dmat4;
#else
    using Vec3 = Unigine.vec3;
    using Vec4 = Unigine.vec4;
    using Mat4 = Unigine.mat4;
#endif

namespace UnigineApp
{
	class AppWorldLogic : WorldLogic
	{

		public override bool Init()
		{

            // create a mesh instance with a box surface
            Mesh mesh = new Mesh();
            mesh.addBoxSurface("box", new vec3(2.2f));
            
            // create a new dynamic mesh from the Mesh instance
            ObjectMeshDynamic dynamic_mesh = new ObjectMeshDynamic(mesh);

            // assign a material to the dynamic mesh
            dynamic_mesh.WorldTransform = MathLib.Translate(new Vec3(0.0f, 0.0f, 2.0f));
            dynamic_mesh.setMaterial("mesh_base", "*");

            // assign a body and a shape to the dynamic mesh	
            BodyRigid body = new BodyRigid(dynamic_mesh);
            ShapeBox shape = new ShapeBox(body, new vec3(2.2f));

			return true;
		}

		public override bool Update() {

			// initialize points of the mouse direction
			Vec3 p0, p1;

			// get the current player (camera)
			Player player = Game.Player;
			if (player == null)
				return 0;
			// get width and height of the current application window
			int width = App.getWidth();
			int height = App.getHeight();
			// get the current X and Y coordinates of the mouse pointer
			int mouse_x = App.getMouseX();
			int mouse_y = App.getMouseY();
			// get the mouse direction from the player's position (p0) to the mouse cursor pointer (p1)
			player.getDirectionFromScreen(out p0, out p1, mouse_x, mouse_y, width, height);

			// create the instance of the PhysicsIntersection object to save the information about the intersection
			PhysicsIntersection intersection = new PhysicsIntersection();
			// get an intersection
			Unigine.Object obj = Physics.GetIntersection(p0, p1, 1, intersection);

			// if the intersection has been occurred, change the parameter of the object's material    
			if (obj != null)
			{
				for (int i = 0; i < obj.NumSurfaces; i++)
				{
					obj.setMaterialParameterFloat4("albedo_color", new vec4(1.0f, 1.0f, 0.0f, 1.0f), i);
				}

				// if the intersected object has a shape, show the information about the intersection   
				Shape shape = intersection.getShape();
				if (shape != null)
				{
					Log.Message("physics intersection info: point: ({0} {1} {2}) shape: {3}\n", intersection.Point.x, intersection.Point.y, intersection.Point.z, shape.Type.GetType());
				}
			}

			return true;
		}
	}
}

PhysicsIntersection Class

Enums

TYPE#

NameDescription
PHYSICS_INTERSECTION = 0PhysicsIntersection object, which stores basic information on the intersection point (coordinates of the intersection, the shape of the object, the index of the surface).
PHYSICS_INTERSECTION_NORMAL = 1PhysicsIntersectionNormal object, which stores the same information as the PhysicsIntersection object plus additional information on the normal at the intersection point.
NUM_PHYSICS_INTERSECTIONS = 2

Properties

int Surface#

Intersected surface number.
set
Sets the new intersection surface number.
set value - Intersection surface number.

vec3 Point#

Coordinates of the intersection point.
set
Sets new coordinates of the intersection point.
set value - Coordinates of the intersection point.

Shape Shape#

Intersected shape.
set
Sets the new intersection shape.
set value - Intersection shape.

string TypeName#

Name of the intersection object type.

PhysicsIntersection.TYPE Type#

Intersection object type.

Members


static PhysicsIntersection ( ) #

The PhysicsIntersection constructor.

PhysicsIntersection.TYPE GetType ( ) #

Returns the type of physics intersection. The type defines information stored by the object (if the data on the normal at the intersection point is included or not).

Return value

Physics intersection type, one of the TYPE values.

string GetTypeName ( ) #

Returns the name of the physics intersection type. The type defines information stored by the object (if the data on the normal at the intersection point is included or not).

Return value

Name of the physics intersection type. One of the following values:
  • PhysicsIntersection
  • PhysicsIntersectionNormal
Last update: 2020-11-24
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