Unigine.PhysicsIntersectionNormal Class
Inherits from: | PhysicsIntersection |
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.
- 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 Normal property.
using System;
using System.Collections;
using System.Collections.Generic;
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
[Component(PropertyGuid = "AUTOGENERATED_GUID")] // <-- this line is generated automatically for a new component
public class PhysicsIntersectionNormalClass : Component
{
private void 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);
dynamic_mesh.WorldTransform = MathLib.Translate(new Vec3(0.0f, 0.0f, 2.0f));
// 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));
}
private void Update()
{
// initialize points of the mouse direction
Vec3 p0, p1;
// get the current player (camera)
Player player = Game.Player;
// get the size of the current application window
EngineWindow main_window = WindowManager.MainWindow;
if (!main_window)
{
Engine.Quit();
return;
}
ivec2 main_size = main_window.Size;
// get the current X and Y coordinates of the mouse pointer
int mouse_x = Gui.GetCurrent().MouseX;
int mouse_y = Gui.GetCurrent().MouseY;
// 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, 0, 0, main_size.x, main_size.y);
// 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 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
Shape shape = intersection.Shape;
if (shape != null)
{
Log.Message("Normal coordinates: ({0} {1} {2})\n",
intersection.Normal.x,
intersection.Normal.y,
intersection.Normal.z);
}
}
}
}
PhysicsIntersectionNormal Class
Properties
vec3 Normal#
The normal of the intersection point.
Members
PhysicsIntersectionNormal ( ) #
The PhysicsIntersectionNormal constructor.Last update:
2024-12-13
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