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Unigine.PhysicsIntersectionNormal Class

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.
  • In this example, 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#)
// 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 PhysicsIntersectionNormal object to save the information about the intersection
			PhysicsIntersectionNormal intersection = new PhysicsIntersectionNormal();
			// 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 normal  
				Shape shape = intersection.getShape();
				if (shape != null)
				{
					Log::message("Normal: type {0} coordinates ({1} {2} {3})\n", intersection.Normal.GetType(),
						intersection.Normal.x,
						intersection.Normal.y,
						intersection.Normal.z);
				}
			}

			return true;
		}
	}
}

PhysicsIntersectionNormal Class

Properties

vec3 Normal#

The normal of the intersection point.
set
Sets the new normal of the intersection point.
set value - Normal of the intersection point.

Members


static PhysicsIntersectionNormal ( ) #

The PhysicsIntersectionNormal constructor.
Last update: 2020-06-01
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