This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
专业(SIM)
UnigineEditor
界面概述
资源工作流程
版本控制
设置和首选项
项目开发
调整节点参数
Setting Up Materials
设置属性
照明
Sandworm
使用编辑器工具执行特定任务
如何擴展編輯器功能
嵌入式节点类型
Nodes
Objects
Effects
Decals
光源
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
编程
基本原理
搭建开发环境
使用范例
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
材质和着色器
Rebuilding the Engine Tools
GUI
双精度坐标
应用程序接口
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
创建内容
内容优化
材质
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

Unigine::PhysicsIntersectionNormal Class

Header: #include <UniginePhysics.h>
Inherits from: PhysicsIntersection

This class stores all information on the point of physics intersection (coordinates of the intersection, the shape of the object, the index of the surface) plus the normal coordinates at this point.

Usage Example#

The following example shows how you can get the normal of the intersection point by using the PhysicsIntersectionNormal class. In this example the line is an invisible traced line from the point of the camera (vec3 p0) to the point of the mouse pointer (vec3 p1). The executing sequence is the following:

  • Define and initialize two points (p0 and p1) by using the Player::getDirectionFromScreen() function.
  • Create an instance of the PhysicsIntersectionNormal class to get the normal of the intersection point.
  • Check if there is a intersection with an object.
  • When the object intersects with the traced line, all the surfaces of the intersected object change their material parameters. The PhysicsIntersectionNormal class instance gets the normal of the intersection point. You can get it by using getNormal() function.
Source code (C++)
#include "AppWorldLogic.h"
#include <UnigineObjects.h>
#include <UnigineEditor.h>
#include <UnigineGame.h>
#include <UniginePhysics.h>

using namespace Unigine;
using namespace Math;

int AppWorldLogic::init()
{
	// create a Mesh instance with a box surface
	MeshPtr mesh = Mesh::create();
	mesh->addBoxSurface("box", vec3(0.2f));

	// create a new dynamic mesh from the Mesh instance
	ObjectMeshDynamicPtr dynamic_mesh = ObjectMeshDynamic::create(mesh);

	dynamic_mesh->setWorldTransform(translate(Vec3(0.0f, 0.0f, 2.0f)));

	// assign a body and a shape to the dynamic mesh
	BodyRigidPtr body = BodyRigid::create(dynamic_mesh);
	ShapeBoxPtr shape = ShapeBox::create(body, vec3(0.2f)); 

	return 1;
}

////////////////////////////////////////////////////////////////////////////////
// start of the main loop
////////////////////////////////////////////////////////////////////////////////

int AppWorldLogic::update()
{
	// initialize points of the mouse direction
	Vec3 p0, p1;

	// get the current player (camera)
	PlayerPtr player = Game::getPlayer();
	if (player.get() == NULL)
		return 0;
	// get width and height of the main application window
	Math::ivec2 winsize = WindowManager::getMainWindow()->getClientSize();
	int width = winsize.x;
	int height = winsize.y;
	// get the current X and Y coordinates of the mouse pointer
	int mouse_x = Gui::getCurrent()->getMouseX();
	int mouse_y = Gui::getCurrent()->getMouseY();
	// get the mouse direction from the player's position (p0) to the mouse cursor pointer (p1)
	player->getDirectionFromScreen(p0, p1, mouse_x, mouse_y, 0, 0, width, height);

	// create the instance of the PhysicsIntersectionNormal object to save the information about the intersection
	PhysicsIntersectionNormalPtr intersection = PhysicsIntersectionNormal::create();
	// get an intersection
	ObjectPtr object = Physics::getIntersection(p0, p1, 1, intersection);

	// if the intersection has occurred, change the parameter of the object's material    
	if (object)
	{
		for (int i = 0; i < object->getNumSurfaces(); i++)
		{
			object->setMaterialParameterFloat4("albedo_color", vec4(1.0f, 1.0f, 0.0f, 1.0f), i);
		}

		// if the intersected object has a shape, show the information about the intersection normal
		ShapePtr shape = intersection->getShape();
		if (shape)
		{
			Log::message("Normal coordinates: (%f %f %f)\n",

			intersection->getNormal().x,
			intersection->getNormal().y,
			intersection->getNormal().z);
		}
	}

	return 1;
}

PhysicsIntersectionNormal Class

Members


static PhysicsIntersectionNormalPtr create ( ) #

The PhysicsIntersectionNormal constructor.

void setNormal ( const Math::vec3 & normal ) #

Sets the new normal of the intersection point.

Arguments

  • const Math::vec3 & normal - Normal of the intersection point.

Math::vec3 getNormal ( ) #

Returns the normal of the intersection point.

Return value

Normal of the intersection point.
Last update: 2023-06-23
Build: ()