WorldIntersectionTexCoord Class
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
Inherits from: | WorldIntersectionNormal |
This class stores the texture coordinates of the intersection point. You should use this class when you need additional information about the texture coordinates at the intersection point (it also stores the coordinates of the intersection, the index of the intersected triangle, the index of the intersected surface, and normal coordinates at the intersection point).
Usage Example#
The following example shows how you can get texture coordinates at the intersection point (vec4) by using the WorldIntersectionTexCoord 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 WorldIntersectionTexCoord class to get the intersection information.
- Check, if there is a intersection with an object. The engine.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 WorldIntersectionTexCoord class instance gets the texture coordinates of the intersection point. You can get the texture coordinates by using the getTexCoord() function
#include <core/scripts/utils.h>
/* ... */
// define two vec3 coordinates
vec3 p0,p1;
// get the mouse direction from camera (p0) to cursor pointer (p1)
getPlayerMouseDirection(p0,p1);
// create an instance of the WorldIntersectionTexCoord class to get the result
WorldIntersection intersection = new WorldIntersection();
// create an instance for intersected object and check the intersection
Object object = engine.world.getIntersection(p0,p1,1,intersection);
// if the intersection has been occurred, change the parameter and the texture 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);
}
// show the texture coordinates in console
log.message("Texture coordinates: (%f %f %f %f)\n",
intersection.getTexCoord().x,
intersection.getTexCoord().y,
intersection.getTexCoord().z,
intersection.getTexCoord().w);
}
/* ... */
WorldIntersectionTexCoord Class
Members
static WorldIntersectionTexCoord ( ) #
The WorldIntersectionTexCoord constructor.void setTexCoord ( vec4 coord ) #
Sets new texture coordinates of the intersection point.Arguments
- vec4 coord - Texture coordinates of the intersection point.
vec4 getTexCoord ( ) #
Returns texture coordinates of the intersection point.Return value
Texture coordinates of the intersection point (where vec4.xy is for the first UV channel, vec4.zw is for the second UV channel).Last update:
2021-12-13
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