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Unigine.PhysicsIntersection Class

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 we specify a line from the point of the camera (vec3 p0) to the point of the mouse pointer (vec3 p1). The executing sequence is the following:

  1. Define and initialize two points (p0 and p1) by using the Player.getDirectionFromScreen() function.
  2. Create an instance of the PhysicsIntersection class to get the intersection information.
  3. Check, if there is an intersection with an object with a shape or a collision object. The getIntersection() function returns an intersected object when the object intersects with the traced line.
  4. 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 and the Shape class object. You can get all these fields by using getShape(), getPoint() functions.
Source code (C#)
// AppWorldlogic.cs

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

namespace UnigineApp
{
	class AppWorldLogic : WorldLogic
	{

		public override int 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 and add it to editor
            ObjectMeshDynamic dynamic_mesh = new ObjectMeshDynamic(mesh);
            dynamic_mesh.release();
            Editor.get().addNode(dynamic_mesh.getNode());

            // assign a material and a property to the dynamic mesh
            dynamic_mesh.setWorldTransform(MathLib.translate(new Vec3(0.0f, 0.0f, 2.0f)));
            dynamic_mesh.setMaterial("mesh_base", "*");
            dynamic_mesh.setProperty("surface_base", "*");

            // 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));

			return 1;
		}

		public override int update() {

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

			// get the current player (camera)
			Player player = Game.get().getPlayer();
			if (player == 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(out p0, out p1, mouse_x, mouse_y, width, height);

			// create the instance of the PhysicsIntersection object to save the information about the intersection
			PhysicsIntersection intersection = new PhysicsIntersection();
			// get an intersection
			Unigine.Object obj = Physics.get().getIntersection(p0, p1, 1, intersection);

			// if the intersection has been occurred, change the parameter of the object's material    
			if (obj != null)
			{
				for (int i = 0; i < obj.getNumSurfaces(); i++)
				{
					obj.setMaterialParameter("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.getShape();
				if (shape != null)
				{
					Log.message("physics intersection info: point: ({0} {1} {2}) shape: {3}\n", intersection.getPoint().x, intersection.getPoint().y, intersection.getPoint().z, shape.getType().GetType());
				}
			}

			return 1;
		}
	}
}

PhysicsIntersection Class

Members


static PhysicsIntersection()

The PhysicsIntersection constructor.

void setPoint(Vec3 point)

Sets new coordinates of the intersection point.

Arguments

  • Vec3 point - Coordinates of the intersection point.

Vec3 getPoint()

Returns coordinates of the intersection point.

Return value

Coordinates of the intersection point.

void setShape(Shape shape)

Sets the new intersection shape.

Arguments

  • Shape shape - Intersection shape.

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: 2018-08-10
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