This page has been translated automatically.
Programming
Fundamentials
Setting Up Development Environment
UnigineScript
High-Level Systems
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Bounds-Related Classes
Containers
Controls-Related Classes
Core Library
Engine-Related Classes
GUI-Related Classes
Node-Related Classes
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes
Utility Classes
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。

WorldIntersectionNormal Class

This class stores the normal of the intersection point. You should use this class when you need only the normal of the intersection.

Usage Example

The following example shows how you can get the intersection normal (vec3) by using the WorldIntersectionNormal 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 getPlayerMouseDirection() function from core/scripts/utils.h.
  • Create an instance of the WorldIntersectionNormal class to get the intersection information.
  • Check, if there is a intersection with an object. The engine.world.getIntersection() function returns an intersected object when the object intersects with the traced line.
  • In this example, when the object intersects with the traced line, all the surfaces of the intersected object change their material parameters. The WorldIntersectionNormal class instance gets the normal of the intersection point. You can get the normal by using the getNormal() function
Source code(UnigineScript)
#include <core/scripts/utils.h>
/* ... */
// define two vec3 coordinates
vec3 p0,p1;
// get the mouse direction from camera (p0) to cursor pointer (p1)
getPlayerMouseDirection(p0,p1);

// create an instance of the WorldIntersectionNormal class to get the result
WorldIntersectionNormal intersection = new WorldIntersectionNormal();

// create an instance for intersected object and check the intersection
Object object = engine.world.getIntersection(p0,p1,1,intersection);

// if the intersection has been occurred, change the parameter and the texture of the object's material
if(object != NULL)
{
  forloop(int i=0; object.getNumSurfaces())
  {
  object.setMaterialParameter("diffuse_color", vec4(1.0f, 0.0f, 0.0f, 1.0f),i);
  object.setMaterialTexture("diffuse","", i);
  }
  // show the normal in console
  log.message("normal: %s \n", typeinfo(intersection.getNormal()));
}
/* ... */

WorldIntersectionNormal Class

Members


WorldIntersectionNormal ()

The WorldIntersectionNormal 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: 2017-07-03
Build: ()