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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 This version of documentation is OUTDATED, as it describes an older SDK version!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.PhysicalTrigger Class

Inherits from: Physical

Physical triggers fire callbacks when a physical object gets inside or outside of them. To be detected by the trigger, physical objects are required to have at the same time both:

  1. Bodies (with matching Physical Mask)
    Notice
    For BodyDummy to trigger PhysicalTrigger, you need to call updateContacts() first.
  2. Shapes (with matching Collision mask)

To force update of the physical trigger updateContacts() can be called. After that, you can access all updated data about the contacts in the same frame. However, callback functions will still be executed only when the next engine function is called: that is, before updatePhysics() (in the current frame), or before the update() (in the next frame) — whatever comes first.

Notice
If you have moved some nodes and want to get callbacks based on changed positions in the same frame, you need to call updateSpatial() first.

See Also#

  • A video tutorial on How To Use Physical Triggers to Catch Physical Objects
  • An article on Event Handling Callbacks
  • A C++ API sample located in the <UnigineSDK>/source/samples/Api/Nodes/PhysicalTrigger folder
  • A C# API sample located in the <UnigineSDK>/source/csharp/samples/Api/Nodes/PhysicalTrigger folder
  • A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/physicals/ folder:
    • trigger_00
    • trigger_01
    • trigger_02

Usage Example#

In this example a physical trigger and two boxes, each with a body and a shape, are created. When a box with matching physical mask enters the physical trigger the trigger_enter() function is called, when it leaves the trigger - the trigger_leave() function is called.

Source code (C#)
using System;
using System.Collections;
using System.Collections.Generic;
using Unigine;
using System.Linq;
using System.Text;

#region Math Variables
#if UNIGINE_DOUBLE
using Scalar = System.Double;
using Vec2 = Unigine.dvec2;
using Vec3 = Unigine.dvec3;
using Vec4 = Unigine.dvec4;
using Mat4 = Unigine.dmat4;
#else
using Scalar = System.Single;
using Vec2 = Unigine.vec2;
using Vec3 = Unigine.vec3;
using Vec4 = Unigine.vec4;
using Mat4 = Unigine.mat4;
using WorldBoundBox = Unigine.BoundBox;
using WorldBoundSphere = Unigine.BoundSphere;
using WorldBoundFrustum = Unigine.BoundFrustum;
#endif
#endregion

[Component(PropertyGuid = "AUTOGENERATED_GUID")] // <-- this line is generated automatically for a new component
public class name : Component
{
	PhysicalTrigger trigger;
	ObjectMeshDynamic box1;
	ObjectMeshDynamic box2;
	
	// callback function to be fired when a physical object enters the trigger
	private void trigger_enter(Body body)
	{
		// trying to get an object from the body
		Unigine.Object obj = body.Object;
		if (!obj)
			return;
		
		// enabling material emission for all object's surfaces
		for (int i = 0; i < obj.NumSurfaces; i++)
			obj.SetMaterialState("emission", 1, i);

		// displaying the name of the object entering trigger area
		Log.Message("\n {0} has entered the trigger area!", body.Object.Name);
	}

	// callback function to be fired when a physical object leaves the trigger
	private void trigger_leave(Body body)
	{
		// trying to get an object from the body
		Unigine.Object obj = body.Object;
		if (!obj)
			return;
		
		// disabling material emission for all object's surfaces
		for (int i = 0; i < obj.NumSurfaces; i++)
			obj.SetMaterialState("emission", 0, i);

		// displaying the name of the object leaving trigger area
		Log.Message("\n {0} has left the trigger area!", body.Object.Name);
	}

	/// function, creating a named box having a specified size, color and transformation with a body and a shape
	ObjectMeshDynamic createBodyBox(String name, vec3 size, float mass, vec4 color, Mat4 transform, int physical_mask)
	{
		// creating geometry and setting up its parameters (name, material and transformation)
		ObjectMeshDynamic OMD = Primitives.CreateBox(size);
		OMD.WorldTransform = transform;
		OMD.SetMaterialParameterFloat4("albedo_color", color, 0);
		OMD.Name = name;

		// adding physics, i.e. a rigid body and a box shape with specified mass
		BodyRigid body = new BodyRigid(OMD);

		body.AddShape(new ShapeBox(size), MathLib.Translate(new vec3(0.0f)));
		body.PhysicalMask = physical_mask;
		body.Mass = mass;

		return OMD;
	}
	
	private void Init()
	{
		 // enabling visualizer to render bounds of the physical trigger	
            Unigine.Console.Run("show_visualizer 1");
			
			// creating a physical trigger
			trigger = new PhysicalTrigger(Shape.TYPE.SHAPE_BOX,new vec3(2.0f, 2.0f, 1.0f));

			// setting trigger's position
			trigger.Position = new Vec3(0.0f, 0.0f, 1.0f);

			// setting trigger's physical mask equal to 1
			trigger.PhysicalMask = 1;

			// retrieving trigger size
			vec3 size = trigger.Size;
	
			// displaying trigger size and shape type
			Log.Message("\n Trigger parameters size({0}, {1} , {2}) type: {3}", size.x, size.y, size.z, trigger.ShapeType);
	
			// adding trigger enter callback function
			trigger.AddEnterCallback(body => trigger_enter(body));

			// adding trigger leave callback function
			trigger.AddLeaveCallback(body => trigger_leave(body));

			// creating a box with a body and physical mask value equal to 2 to be ignored by the trigger
			box1 = createBodyBox("Box1", new vec3(0.2f), 5.0f, new vec4(1.0f, 0.0f, 0.0f, 1.0f), MathLib.Translate(new Vec3(0.0f, 0.0f, 2.22f)),2);

			// creating a box with a body and physical mask value equal to 1 to affect the trigger
			box2 = createBodyBox("Box2", new vec3(0.2f), 0.0f, new vec4(1.0f, 1.0f, 0.0f, 1.0f), MathLib.Translate(new Vec3(3.5f, 0.0f, 1.2f)),1);

			// displaying physical masks of both boxes and the trigger
			Log.Message("\n Box1 Physical mask: {0}", box1.Body.PhysicalMask);
			Log.Message("\n Box2 Physical mask: {0}", box2.Body.PhysicalMask);
			Log.Message("\n Trigger Physical mask: {0}", trigger.PhysicalMask);
			
	}
	
	private void Update()
	{
		// showing the bounds of the physical trigger
		trigger.RenderVisualizer();

		// changing the position of the second box
		box2.WorldPosition = box2.WorldPosition - new vec3(0.5f * Game.IFps, 0.0f, 0.0f);
			
	}

	private void UpdatePhysics()
	{
		
		// updating information on trigger contacts
		trigger.UpdateContacts();
		
	}
	
	private void Shutdown()
	{
		
		// clearing trigger callbacks
		trigger.ClearEnterCallbacks();
		trigger.ClearLeaveCallbacks();
	}
}

PhysicalTrigger Class

Properties

vec3 Size#

The current size of the physical trigger:
  • Radius, in case of a sphere (pass the radius in the first element of the vector).
  • Radius and height, in case of a capsule or a cylinder (pass the radius as the first vector element and the height as the second element).
  • Dimensions along the X, Y and Z axes, in case of the box.

int ShapeType#

The shape type of the physical trigger.

int NumContacts#

The total number of contacts with bodies, shapes and colliding surfaces in which a physical trigger participated.

int NumBodies#

The total number of bodies intersecting with the physical trigger.

string LeaveCallbackName#

The name of the callback function fired on leaving the physical trigger. this callback function is set via setLeaveCallbackName() .

int ExclusionMask#

The bit mask that prevent detecting collisions with shapes and bodies. this mask is independent of the collision mask. to avoid detecting collisions by a physical trigger for bodies and shapes with matching collision masks, at least one bit in exclusion masks should match.

string EnterCallbackName#

The name of the callback function fired on entering the physical trigger. this callback function is set via setEnterCallbackName() .

int CollisionMask#

The Sets the collision bit mask for the trigger:
  • the trigger will be activated if the entered body will have a matching physical mask and at the same time its shape will have a matching collision mask.

Members


PhysicalTrigger ( Shape.TYPE type, vec3 size ) #

Constructor. Creates a physical trigger of the specified shape and size.

Arguments

  • Shape.TYPE type - Shape of the physical trigger:
    • 0 = Sphere
    • 1 = Capsule
    • 2 = Cylinder
    • 3 = Box
  • vec3 size - Size of the physical trigger:
    • Radius, in case of a sphere
    • Radius and height, in case of a capsule or a cylinder
    • Dimensions, in case of the box

Body GetBody ( int num ) #

Returns the specified body that intersects the physical trigger.

Arguments

  • int num - Body number.

Return value

Intersected body.

float GetContactDepth ( int contact ) #

Returns penetration depth by the given contact.

Arguments

  • int contact - Contact number.

Return value

Penetration depth.

vec3 GetContactNormal ( int contact ) #

Returns a normal of the contact point, in world coordinates.

Arguments

  • int contact - Contact number.

Return value

Normal of the contact point.

Object GetContactObject ( int contact ) #

Returns an object participating in the contact with a physical trigger .

Arguments

  • int contact - Contact number.

Return value

Object in contact.

vec3 GetContactPoint ( int contact ) #

Returns world coordinates of the contact point.

Arguments

  • int contact - Contact number.

Return value

Contact point.

Shape GetContactShape ( int contact ) #

Returns a shape that collided with a physical trigger.

Arguments

  • int contact - Contact number.

Return value

Shape in contact.

int GetContactSurface ( int contact ) #

Returns the surface of the current object, which is in contact .

Arguments

  • int contact - Contact number.

Return value

Surface number.

IntPtr AddEnterCallback ( EnterDelegate func ) #

Adds a callback function to be fired when a body enters the physical trigger. The callback function must receive a Body as its first argument. In addition, it can also take 2 arguments of any type.

Source code (C#)
using Unigine;

namespace UnigineApp
{
	class AppWorldLogic : WorldLogic
	{	
		// implement the enter callback
        private static void enter_callback(Body body)
        {
			Log.Message("\nA body named {0} has entered the trigger\n", body.Name);
        }

		PhysicalTrigger trigger;
		
        public override bool Init()
        {
            // create a box-type physical trigger
            trigger = new PhysicalTrigger(3, new vec3(3.0f));
            // add the enter callback to be fired when a body enters the physical trigger
            trigger.AddEnterCallback(enter_callback);

            return true;
        }
	}
}

Arguments

  • EnterDelegate func - Callback function with the following signature: void EnterDelegate(Body body)

Return value

ID of the last added enter callback, if the callback was added successfully; otherwise, nullptr. This ID can be used to remove this callback when necessary.

bool RemoveEnterCallback ( IntPtr id ) #

Removes the specified callback from the list of enter callbacks.

Arguments

  • IntPtr id - Enter callback ID obtained when adding it.

Return value

True if the enter callback with the given ID was removed successfully; otherwise false.

void ClearEnterCallbacks ( ) #

Clears all added enter callbacks.

IntPtr AddLeaveCallback ( LeaveDelegate func ) #

Adds a callback function to be fired when a body leaves the physical trigger. The callback function must receive a Body as its first argument. In addition, it can also take 2 arguments of any type.

Source code (C#)
using Unigine;

namespace UnigineApp
{
	class AppWorldLogic : WorldLogic
	{	
		// implement the leave callback
        private static void leave_callback(Body body)
        {
			Log.Message("\nA body named {0} has left the trigger\n", body.Name);
        }

		PhysicalTrigger trigger;
		
        public override bool Init()
        {
            // create a box-type physical trigger
            trigger = new PhysicalTrigger(3, new vec3(3.0f));
            // add the leave callback to be fired when a body leaves the physical trigger
            trigger.AddLeaveCallback(leave_callback);

            return 1;
        }
	}
}

Arguments

  • LeaveDelegate func - Callback function with the following signature: void LeaveDelegate(Body body)

Return value

ID of the last added leave callback, if the callback was added successfully; otherwise, nullptr. This ID can be used to remove this callback when necessary.

bool RemoveLeaveCallback ( IntPtr id ) #

Removes the specified callback from the list of leave callbacks.

Arguments

  • IntPtr id - Leave callback ID obtained when adding it.

Return value

True if the leave callback with the given ID was removed successfully; otherwise false.

void ClearLeaveCallbacks ( ) #

Clears all added leave callbacks.

static int type ( ) #

Returns the type of the node.

Return value

Physical trigger type identifier.

void UpdateContacts ( ) #

Forces a physical trigger to be updated, i.e. to recalculate its intersections with physical objects and colliders. After that, you can access all updated data; however, callback functions themselves will be executed only when physics flush is over.
Last update: 2022-12-14
Build: ()