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:
- Define and initialize two points (p0 and p1) by using the Player.getDirectionFromScreen() function.
- Create an instance of the PhysicsIntersection class to get the intersection information.
- 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.
- 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.
// 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#
Name | Description |
---|---|
PHYSICS_INTERSECTION = 0 | PhysicsIntersection 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 = 1 | PhysicsIntersectionNormal 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:
2020-06-01
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