This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
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
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Enabling Selective Surface-Based Collision

Surface-based collision example

Surface-based collision using collision masks

This example shows how to enable collision detection for a surface using bitmasks. Two boxes (orange and yellow), each with a body and a box shape assigned, and a blue plane are created. We want the yellow box to collide with the surface of the blue plane and the orange box to pass through. So we set the following collision masks for the shapes of the boxes and for the surface of the plane.

Element Mask
Yellow box: shape 0010
Orange box: shape 0001
Plane: surface 0010
Notice
Surface-to-surface collisions cannot be enabled using collision masks.
Source code (C#)
// AppWorldLogic.cs

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

using Unigine;

namespace UnigineApp
{
	class AppWorldLogic : WorldLogic
	{

        ObjectMeshStatic box1;
        ObjectMeshStatic box2;
        ObjectMeshStatic plane;
		PlayerSpectator player;

        /// method, creating a named box of a specified size and color at pos
        ObjectMeshStatic create_box(String name, vec4 color, vec3 size, vec3 pos)
        {
	        // creating an auxiliary mesh with a box surface
	        Mesh meshbox = new Mesh();
	        meshbox.AddBoxSurface("box_surface", size);

	        // creating a static mesh object using an auxiliary mesh and setting parameters
	        ObjectMeshStatic OM = new ObjectMeshStatic(meshbox);

	        OM.WorldTransform = new dmat4(MathLib.Translate(pos));
	        OM.SetMaterialParameterFloat4("albedo_color", color, 0);
			OM.SetCollision(1, 0);
	        OM.Name = name;

	        // assigning a rigid body with our object
	        new BodyRigid(OM);
	
	        // creating a box shape and assigning it to the rigid body of our object
	        OM.Body.AddShape(new ShapeBox(size), MathLib.Translate(0.0f, 0.0f, 0.0f));
	
	        // clearing the auxiliary mesh
	        meshbox.Clear();

	        return OM;
        }

        /// method, creating a named plane having a specified width and height at pos
        ObjectMeshStatic create_plane(String name, float width, float height, vec3 pos)
        {
	        // creating an auxiliary mesh with a plane surface
	        Mesh meshplane = new Mesh();

	        meshplane.AddPlaneSurface("plane_surface", width, height, 1.0f);

        	// creating a static mesh object using an auxiliary mesh and setting parameters
	        ObjectMeshStatic OM = new ObjectMeshStatic(meshplane);

	        OM.WorldTransform = new dmat4(MathLib.Translate(pos));
	        OM.SetMaterialParameterFloat4("albedo_color", new vec4(0.0f, 0.0f, 1.0f, 1.0f), 0);
			OM.SetCollision(1, 0);
	        OM.Name = name;

	        // clearing the auxiliary mesh
	        meshplane.Clear();

	        return OM;
        }
		
		/* .. */
		
		public override bool Init()
		{
		
            // setting up a player
	        player = new PlayerSpectator();
	        player.Position = new dvec3(0.0f, -6.0f, 12.5f);
	        player.SetDirection(new vec3(0.0f, 1.0f, -0.4f), new vec3(0.0f, 0.0f, -1.0f));
	        Game.Player = player;

	        // creating a scene: two boxes and a plane
	        box1 = create_box("box1", new vec4(1.0f, 1.0f, 0.0f, 1.0f), new vec3(0.5f), new vec3(1.5f, 0.0f, 12.0f));
	        box2 = create_box("box2", new vec4(1.0f, 0.5f, 0.1f, 1.0f), new vec3(0.5f), new vec3(-1.5f, 0.0f, 12.0f));
	        plane = create_plane("plane", 10.0f, 6.0f, new vec3(0.0f, 1.0f, 10.5f));

	        // setting shape collision mask for the first box  [00000000000000000000000000000010]
	        box1.Body.GetShape(0).CollisionMask = 2;

	        // setting shape collision mask for the second box  [00000000000000000000000000000001]
	        box2.Body.GetShape(0).CollisionMask = 1;

	        // setting collision mask for the plane surface  [00000000000000000000000000000010]
	        plane.SetCollisionMask(2, 0);

			return true;
		}
		
		/* .. */
		
	}
}
Last update: 2024-12-13
Build: ()