PhysicsIntersection Class
UnigineScript is deprecated and will be removed in future releases. Please consider using C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScipt is not guaranteed, as the current level of support assumes only fixing critical issues.
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 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 PhysicsIntersection class to get the intersection information.
- Check, if there is a intersection with an object.
- 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, the index of the surface and the Shape class object. You can get all these fields by using getShape(), getPoint() and getSurface() functions
#include <core/scripts/utils.h>
/* ... */
int update {
// define two vec3 coordinates
vec3 p0,p1;
// get the mouse direction from camera (p0) to the cursor pointer (p1)
Unigine::getPlayerMouseDirection(p0,p1);
// create the instance of the PhysicsIntersection object to save the result
PhysicsIntersection intersection = new PhysicsIntersection();
// create an instance for intersected object and check the intersection
Object object = engine.physics.getIntersection(p0,p1,1,intersection);
// if the intersection has been occurred, change the parameter of the object's material
if(object != NULL)
{
forloop(int i=0; object.getNumSurfaces())
{
object.setMaterialParameterFloat4("albedo_color", vec4(1.0f, 0.0f, 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: %s shape: %s surface: %i \n", typeinfo(intersection.getPoint()), typeinfo(shape.getType()), intersection.getSurface());
}
}
return 1;
}
/* ... */
PhysicsIntersection Class
Members
static PhysicsIntersection ( ) #
The PhysicsIntersection constructor.void setPoint ( Vec3 point ) #
Sets new coordinates of the intersection point.Arguments
- Vec3 point - Coordinates of the intersection point.
Vec3 getPoint ( ) #
Returns coordinates of the intersection point.Return value
Coordinates of the intersection point.void setShape ( Shape shape ) #
Sets the new intersection shape.Arguments
- Shape shape - Intersection shape.
Shape getShape ( ) #
Returns the intersection shape.Return value
Intersection shape.void setSurface ( int surface ) #
Sets the new intersection surface number.Arguments
- int surface - Intersection surface number.
int getSurface ( ) #
Returns the intersected surface number.Return value
Intersected surface number.int 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 PHYSICS_INTERSECTION_* 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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