Unigine.PhysicsIntersectionNormal Class
Inherits: | PhysicsIntersection |
This class stores the normal of the physics intersection 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.
- In this example, 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 getNormal() function.
// 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 PhysicsIntersectionNormal object to save the information about the intersection
PhysicsIntersectionNormal intersection = new PhysicsIntersectionNormal();
// 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 normal
Shape shape = intersection.getShape();
if (shape != null)
{
Log::message("Normal: type {0} coordinates ({1} {2} {3})\n", intersection.getNormal().GetType(),
intersection.getNormal().x,
intersection.getNormal().y,
intersection.getNormal().z);
}
}
return 1;
}
}
}
PhysicsIntersectionNormal Class
Members
static PhysicsIntersectionNormal()
The PhysicsIntersectionNormal constructor.void setNormal(vec3 normal)
Sets the new normal of the intersection point.Arguments
- vec3 normal - Normal of the intersection point.
vec3 getNormal()
Returns the normal of the intersection point.Return value
Normal of the intersection point.Last update: 2018-08-10
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