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 This version of documentation is OUTDATED, as it describes an older SDK version!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

Warning
The functionality described in this article is not available in the Community SDK edition.
You should upgrade to Sim SDK edition to use it.

This class is used to manage collision volumes that are assigned to entities and used for collision detection.

Notice
IG plugin must be loaded.

A collision detection volume is a sphere or a cuboid through which collision testing is performed by the IG. When a collision detection volume passes through another collision volume, the IG registers a collision by sending the corresponding notification.

Notice
Collision detection testing is performed by the IG every frame.

A volume is defined by specifying its location, size, and orientation with respect to the associated entity’s body coordinate system. A sphere’s size is specified as a radius; a cuboid’s size is specified by its width, height, and depth.

Unlike collision detection segments, which are tested segment-to-polygon, collision detection volumes are tested volume-to-volume. Volumes associated with the same entity are not tested against each other.

CollisionVolume Class

Properties

quat Rotation#

The rotation of the cuboid-shaped collision volume. You can convert the obtained rotation quaternion to NED euler rotation (roll, pitch, yaw) via the Converter.RotationToEulerNED() method.

vec3 Position#

The coordinates of the center of the collision volume, in the coordinate system of the entity.

string Name#

The name of the collision volume.

bool Enabled#

The a value indicating if the collision volume is enabled.

Entity Entity#

The entity to which the collision volume is assigned.

int ID#

The ID of the collision volume.

Members


void SetSize ( vec3 size ) #

Sets the size of the cuboid-shaped collision volume.

Arguments

  • vec3 size - Vector defining the size of the cuboid-shaped collision volume (depth, width, height). Each component is specified in meters.

void SetRadius ( float radius ) #

Sets the radius of the spherical collision volume.

Arguments

  • float radius - Radius of the spherical collision volume, in meters.

IntPtr AddOnCollisionDetectedCallback ( OnCollisionDetectedDelegate func ) #

Adds a callback function to be called when a collision with the collision volume is detected. This function can be used to define specific actions to be performed when a collision with the volume is detected. The signature of the callback function must be as follows:
Source code (C#)
void(CollisionVolume v , ShapeContact contact, LongLong contacted_entity, int contacted_segment)

You can set a callback function as follows:

Source code (C#)
AddOnCollisionDetectedCallback((vol, cnt, entity, seg) => collision_callback_function_name(vol, cnt, entity, seg));

Example: Setting a collision detected callback for a collision volume of an entity

Source code (C#)
class SomeClass
{
	/*...*/

	/// callback function to be called when a collision with the collision volume is detected
	private void on_position(CollisionVolume v , ShapeContact contact, LongLong contacted_entity, int contacted_segment)
	{
		// insert your code handling collision event here
	}

	private void RegisterCallback()
	{
		// adding "my_callback" to be called when a collision with the volume is detected
		ig_manager.GetEntity(entity_id).GetCollisionVolume(volume_id).AddOnCollisionDetectedCallback((vol, cnt, entity, seg) => collision_callback_function_name(vol, cnt, entity, seg));
	}
	
	/*...*/
}

Arguments

  • OnCollisionDetectedDelegate func - Callback function with the following signature: void OnCollisionDetectedDelegate(CollisionVolume v, ShapeContact contact, LongLong contacted_entity, int contacted_segment)

Return value

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

bool RemoveOnCollisionDetectedCallback ( IntPtr id ) #

Removes the specified callback from the list of collision detected callbacks.

Arguments

  • IntPtr id - Collision detected callback ID obtained when adding it.

Return value

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

void ClearOnCollisionDetectedCallbacks ( ) #

Clears all added collision detected callbacks.
Last update: 2022-12-14
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