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Unigine::PhysicsIntersection Class

Header:#include <UniginePhysics.h>

This class stores the result of the physics intersection (coordinates of the intersection, the shape of the object, the index of the surface).

Usage Example

The following example shows how you can get the intersection information by using the PhysicsIntersection 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 PhysicsIntersection class to get the intersection information.
  • Check, if there is a intersection with an object. The engine.physics.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. If the object has a shape, its information will be shown in console. The PhysicsIntersection class instance gets the coordinates of the intersection point, the index of the surface and the Shape class object. You can get all these fields by using getShape(),getPoint()andgetSurface() functions
Source code (UnigineScript)
#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 the instance of the PhysicsIntersection object to save the result
PhysicsIntersection intersection = new PhysicsIntersection();
// create an instance for intersected object and check the intersection
Object object = engine.physics.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.setMaterialParameter("diffuse_color", vec4(1.0f, 0.0f, 0.0f, 1.0f),i);
    object.setMaterialTexture("diffuse","", i);
  }
  
  // if the intersected object has a shape, show the information about the intersection   
  Shape shape = intersection.getShape();
  if (shape != NULL)
  {
    log.message("physics intersection info: point: %s shape: %s surface: %i \n", typeinfo(intersection.getPoint()), typeinfo(shape.getType()), intersection.getSurface());
  }
}
/* ... */

PhysicsIntersection Class

Members


static PhysicsIntersectionPtr create()

The PhysicsIntersection constructor.

void setPoint(const Math::Vec3 & point)

Sets new coordinates of the intersection point.

Arguments

  • const Math::Vec3 & point - Coordinates of the intersection point.

Math::Vec3 getPoint()

Returns coordinates of the intersection point.

Return value

Coordinates of the intersection point.

void setShape(const Ptr<Shape> & shape)

Sets the new intersection shape.

Arguments

  • const Ptr<Shape> & shape - Intersection shape.

Ptr<Shape> getShape()

Returns the intersection shape.

Return value

Intersection shape.

void setSurface(int surface)

Sets the new intersection surface number.

Arguments

  • int surface - Intersection surface number.

int getSurface()

Returns the intersected surface number.

Return value

Intersected surface number.
Last update: 2017-07-03
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