This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Landscape Tool
Sandworm (Experimental)
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Objects
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
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
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Unigine::PhysicsIntersection Class

Header: #include <UniginePhysics.h>
Read More

PhysicsIntersection Class

Enums

TYPE#

NameDescription
PHYSICS_INTERSECTION = 0PhysicsIntersection 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 = 1PhysicsIntersectionNormal object, which stores the same information as the PhysicsIntersection object plus additional information on the normal at the intersection point.
NUM_PHYSICS_INTERSECTIONS = 2

Members


static PhysicsIntersectionPtr create ( ) #

The PhysicsIntersection constructor.

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 ( ) #

Returns coordinates of the intersection point.

Return value

Coordinates of the intersection point.

void setShape ( const Ptr<Shape> & shape ) #

Sets the new intersection shape.

Arguments

  • const Ptr<Shape> & shape - Intersection shape.

Ptr<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.

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.

const char * 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: 2020-11-24
Build: ()