This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
FAQ
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
CIGI Client Plugin
Rendering-Related Classes
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 This version of documentation is OUTDATED, as it describes an older SDK version!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::GameIntersection Class

Header:#include <UnigineGame.h>

Stores the result of the Game::getIntersection() function: the point where the intersection with an obstacle has been occurred.

Usage Example

The following example shows how you can get the intersection point (vec3) of the cylinder between two points with an obstacle. In this example we specify a cylinder from the point of the camera (vec3 p0) to the point of the mouse pointer (vec3 p1) with the specified radius. The executing sequence is the following:

  1. Define and initialize two points (p0 and p1) by using the Player::getDirectionFromScreen().
  2. Create an instance of the GameIntersection class to get the intersection point coordinates.
  3. Check, if there is an intersection with an obstacle. The Game::getIntersection() function returns an intersected obstacle when the obstacle appears in the area of the cylinder.
  4. After that GameIntersection instance gets the point of the nearest intersection point and you can get it by using the getPoint() function.
Source code (C++)
// AppWorldLogic.cpp

/* ... */
// initialize points of the mouse direction
Vec3 p0, p1;

// get the current player (camera)
PlayerPtr player = Game::get()->getPlayer();
if (player.get() == NULL)
	return 0;
// get width and height of the current application window
int width = App::get()->getWidth();
int height = App::get()->getHeight();
// get the current X and Y coordinates of the mouse pointer
int mouse_x = App::get()->getMouseX();
int mouse_y = App::get()->getMouseY();
// get the mouse direction from the player's position (p0) to the mouse cursor pointer (p1)
player->getDirectionFromScreen(p0,p1,mouse_x, mouse_y, width, height);

// create an instance of the GameIntersection class
GameIntersectionPtr intersection = GameIntersection::create();

// try to get the intersection with an obstacle
// cylinder has radius 1.5f, intersection mask equals to 1
ObstaclePtr obstacle = Game::get()->getIntersection(p0, p1, 1.5f, 1, intersection);

// check, if the intersection of mouse direction with any obstacle was occurred;
if (obstacle)
{
	// show the coordinates of the intersection in console 
	Log::message("The intersection with the obstacle was here: (%f %f %f)\n", intersection->getPoint().x, intersection->getPoint().y, intersection->getPoint().z);
}
/* ... */

GameIntersection Class

Members


static GameIntersectionPtr create()

The GameIntersection 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.
Last update: 2018-06-04
Build: ()