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
Animations-Related Classes
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
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
创建内容
内容优化
材质
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Unigine::WorldIntersection Class

Header: #include <UnigineWorld.h>

This class stores the result of the world intersection (the coordinates of the intersection, the index of the intersected triangle and the index of the intersected surface).

Usage Example#

The following example shows how you can get the intersection information by using the WorldIntersection 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 WorldIntersection class to get the intersection information.
  • Check, if there is a intersection with an object. The 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 WorldIntersection class instance gets the coordinates of the intersection point and the index of the intersected triangle. You can get all these fields by using getIndex() and getPoint() functions
Source code (C++)
/* ... */
// 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 the size (width and height) of the current application window
ivec2 main_size = ivec2_one;

EngineWindowPtr main_window = WindowManager::getMainWindow();
if (!main_window)
	Engine::get()->quit();

main_size = main_window->getSize();

// get the current X and Y coordinates of the mouse pointer
int mouse_x = Input::getMousePosition().x - main_window->getPosition().x;
int mouse_y = Input::getMousePosition().y - main_window->getPosition().y;

// get the mouse direction from the player's position (p0) to the mouse cursor pointer (p1)
player->getDirectionFromScreen(p0, p1, 0, 0, mouse_x, mouse_y, main_size.x, main_size.y);

// create an instance of the WorldIntersection class to get the result
WorldIntersectionPtr intersection = WorldIntersection::create();

// create an instance for intersected object and check the intersection
ObjectPtr object = World::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, 0.0f, 0.0f, 1.0f), i);

		// show intersection details in console
		Log::message("point: (%f %f %f) index: %i \n", intersection->getPoint().x, intersection->getPoint().y, intersection->getPoint().z, intersection->getIndex());
	}
}
/* ... */

WorldIntersection Class

枚举

TYPE#

Name说明/描 述
WORLD_INTERSECTION = 0The intersection point (coordinates), the index of the intersected triangle of the object and the index of the intersected surface.
WORLD_INTERSECTION_NORMAL = 1The normal of the intersection point.
WORLD_INTERSECTION_TEX_COORD = 2The texture coordinates of the intersection point.
NUM_WORLD_INTERSECTIONS = 3Total number of world intersections.

Members


static WorldIntersectionPtr create ( ) #

The WorldIntersection constructor.

void setIndex ( int index ) #

Sets the new intersection triangle number.

Arguments

  • int index - Intersection triangle number.

int getIndex ( ) const#

Returns the number of the intersected triangle.

Return value

Intersected triangle number.

void setInstance ( int instance ) #

Sets the new intersected instance number.
Notice
Intersected instance number can be obtained for the following classes:

Arguments

  • int instance - Intersected instance number.

int getInstance ( ) const#

Returns the number of the intersected instance.
Notice
Intersected instance number can be obtained for the following classes:

Return value

Intersected instance number.

void setPoint ( const Math::Vec3 & point ) #

Sets new coordinates of the intersection point.

Arguments

  • const Math::Vec3 & point - Coordinates of the intersection point.

Math::Vec3 getPoint ( ) const#

Returns coordinates of the intersection point.

Return value

Coordinates of the intersection point.

void setSurface ( int surface ) #

Sets the new intersection surface number.

Arguments

  • int surface - Intersection surface number.

int getSurface ( ) const#

Returns the intersected surface number.

Return value

Intersected surface number.

WorldIntersection::TYPE getType ( ) const#

Returns the world intersection type identifier.

Return value

World intersection type identifier.

const char * getTypeName ( ) const#

Returns the world intersection type name.

Return value

World intersection type name.
Last update: 2023-03-01
Build: ()