Unigine.Body Class
This class is used to simulate physical bodies that allow an object to participate in physical interactions. A body can have one or several collision shapes assigned and can be connected together with joints. To transform a body, one of the following functions can be used:
All of these functions take effect when physics calculations are over and flush() is performed. Only after that transformations of the body are applied to the rendered node. If a node needs to be transformed immediately after its physical body, flushTransform() is to be called.The simulation of the body can be frozen (if a setFrozen flag is set).
You can set callbacks for a body to handle certain events:
- addFrozenCallback() - to perform some actions when a body freezes.
- addPositionCallback() - to perform some actions when a body changes its position.
- addContactCallback() - to perform some actions when a body collides with another body or collidable surface.
See Also#
- The Creating and Attaching a Cloth usage example demonstrating how to create objects, assign bodies, and add shapes to them
- A C++ API sample located in the <UnigineSDK>/source/samples/Api/Physics/BodyCallbacks folder
- A C# API sample located in the <UnigineSDK>/source/csharp/samples/Api/Physics/BodyCallbacks folder
- A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/physics/ folder:
- callbacks_00
- callbacks_01
- callbacks_02
Body Class
Properties
int NumContacts#
To detect all contacts in which the body participates addContactCallback() should be used.
int NumJoints#
int NumShapes#
int NumChildren#
quat Rotation#
Vec3 Position#
Mat4 Transform#
int PhysicalMask#
string Name#
bool IsGravity#
bool IsImmovable#
bool IsFrozen#
bool IsEnabledSelf#
bool IsEnabled#
string TypeName#
int Type#
int ID#
Object Object#
Members
Body CreateBody ( int type ) #
Creates a new body of the specified type.Arguments
- int type - Body type. One of the BODY_* values.
Return value
New created body instance.Body CreateBody ( string type_name ) #
Creates a new body of the specified type.Arguments
- string type_name - Body type name.
Return value
New created body instance.Body GetBody ( ) #
Returns the pointer to the Body class instance.Return value
Body instance.string GetTypeName ( int type ) #
Returns the name of a body type with a given ID.Arguments
- int type - Body type ID. One of the BODY_* values.
Return value
Body type name.void SetObject ( Object val ) #
Sets an object, which the body approximates.Arguments
- Object val - Object to approximate.
Object GetObject ( ) #
Returns the object, which is approximated with the body.Return value
Approximated object.void SetPreserveTransform ( Mat4 transform ) #
Sets a transformation matrix for the body (in world coordinates). This method safely preserves body's linear and angular velocities. It changes only body coordinates - all other body parameters stay the same.Arguments
- Mat4 transform - Transformation matrix. This matrix describes position, orientation and scale of the body.
void SetVelocityTransform ( Mat4 transform ) #
Sets a transformation matrix (in world coordinates) and computes linear and angular velocities of the body depending on its trajectory from the current position to the specified one. The time used in calculations corresponds to physics ticks. It clears forces and torques to zeros and nullifies counted down frozen frames.Arguments
- Mat4 transform - Transformation matrix. This matrix describes position, orientation and scale of the body.
void FlushTransform ( ) #
Forces to set the transformations of the body for the node.void SetDirection ( vec3 dir, vec3 up ) #
Updates the direction vector of the body (in world coordinates). By default, a direction vector points along -Z axis. This function changes its direction and reorients the body.Arguments
- vec3 dir - New direction vector in the world coordinates. The direction vector always has unit length.
- vec3 up - New up vector in the world coordinates.
vec3 GetDirection ( ) #
Returns the normalized direction vector of the body (in world coordinates). By default, a direction vector points along -Z axis. It always has an unit length.Return value
Normalized direction vector in the world coordinates.Body GetParent ( ) #
Returns the parent of the current body.Return value
Parent body.int IsChild ( Body body ) #
Checks if a given body is a child of the current body.Arguments
- Body body - Body to check.
Return value
1 if the provided body is a child; otherwise, 0.int FindChild ( string name ) #
Searches for a child body with a given name.Arguments
- string name - Name of the child body.
Return value
Number of the child in the list of children, if it is found; otherwise, -1.Body GetChild ( int num ) #
Returns a given child body.Arguments
- int num - Child number.
Return value
Corresponding body.void AddShape ( Shape shape, mat4 transform ) #
Adds a shape to the list of shapes comprising the body.Arguments
- Shape shape - New shape to add.
- mat4 transform - Shape transformation matrix (in the body's coordinate system).
void AddShape ( Shape shape ) #
Adds a shape to the list of shapes comprising the body.Arguments
- Shape shape - New shape to add.
void RemoveShape ( Shape shape, bool destroy = 0 ) #
Removes a given shape from the body.Arguments
- Shape shape - Shape to be removed.
- bool destroy - Flag indicating whether the shape is to be destroyed after removal: use 1 to destroy the shape after removal, or 0 if you plan to use the shape later. The default value is 0.
void RemoveShape ( int num, bool destroy = 0 ) #
Removes a shape with a given number from the body.Arguments
- int num - Shape number.
- bool destroy - Flag indicating whether the shape is to be destroyed after removal: use 1 to destroy the shape after removal, or 0 if you plan to use the shape later. The default value is 0.
void ClearShapes ( int destroy = 0 ) #
Clears all shapes from the body.Arguments
- int destroy - Flag indicating whether shapes are to be destroyed after removal: use 1 to destroy shapes after removal, or 0 if you plan to use them later. The default value is 0.
int IsShape ( Shape shape ) #
Checks if a given shape belongs to the body.Arguments
- Shape shape - Shape to check.
Return value
1 if the shape belongs to the body; otherwise, 0.bool InsertShape ( int pos, Shape shape ) #
Inserts a given shape at the specified position in the list of body's shapes.Arguments
- int pos - Position in the list at which the shape is to be inserted in the range from 0 to the number of shapes.
- Shape shape - Shape to be inserted.
Return value
1 if a shape was successfully inserted; otherwise, 0.bool InsertShape ( int pos, Shape shape, mat4 transform ) #
Inserts a given shape at the specified position in the list of body's shapes and sets the specified transformation for it.Arguments
- int pos - Position in the list at which the shape is to be inserted in the range from 0 to the number of shapes.
- Shape shape - Shape to be inserted.
- mat4 transform - Shape's transformation (in the body's coordinate system).
Return value
1 if a shape was successfully inserted; otherwise, 0.int FindShape ( string name ) #
Searches for a shape with a given name.Arguments
- string name - Name of the shape.
Return value
Number of the shape in the list of shapes, if it is found; otherwise, -1.Shape GetShape ( int num ) #
Returns a given shape.Arguments
- int num - Shape number.
Return value
Corresponding shape object.void SetShapeTransform ( int num, mat4 transform ) #
Sets a transformation matrix for a given shape (in local coordinates). This matrix describes position and orientation of the shape.Arguments
- int num - Shape number.
- mat4 transform - Transformation matrix (in the body's coordinate system).
mat4 GetShapeTransform ( int num ) #
Returns the transformation matrix of a given shape (in local coordinates). This matrix describes position and orientation of the shape.Arguments
- int num - Shape number.
Return value
Transformation matrix.void UpdateShapes ( ) #
Updates all shapes of the body.void AddJoint ( Joint joint ) #
Adds a joint to the body.Arguments
- Joint joint - New joint to add.
void RemoveJoint ( Joint joint ) #
Removes a given joint from the body.Arguments
- Joint joint - Joint to be removed.
void RemoveJoint ( int num ) #
Removes a joint with a given number from the body.Arguments
- int num - Joint number.
void InsertJoint ( Joint joint, int num ) #
Inserts a given joint at the specified position in the list of body's joints.Arguments
- Joint joint - Joint to be inserted.
- int num - Position in the list at which the joint is to be inserted in the range from 0 to the number of joints.
int IsJoint ( Joint joint ) #
Checks if a given joint belongs to the body.Arguments
- Joint joint - Joint to check.
Return value
1 if the joint belongs to the body; otherwise, 0.int FindJoint ( string name ) #
Searches for a joint with a given name.Arguments
- string name - Name of the joint.
Return value
Number of the joint in the list of joints, if it is found; otherwise, -1.Joint GetJoint ( int num ) #
Returns a given joint.Arguments
- int num - Joint number.
Return value
Corresponding joint.Shape GetIntersection ( Vec3 p0, Vec3 p1, int mask, Vec3[] ret_point, vec3[] ret_normal ) #
Performs tracing from the p0 point to the p1 point to find a body shape intersected by this line. Intersection is found only for objects with a matching intersection mask. On success ret_point and ret_normal shall contain information about intersection.
Arguments
- Vec3 p0 - Start point of the line (in world coordinates).
- Vec3 p1 - End point of the line (in world coordinates).
- int mask - Intersection mask.
- Vec3[] ret_point - Container to which contact point coordinates (if any) shall be put (in world coordinate system).
- vec3[] ret_normal - Container to which contact point normal coordinates (if any) shall be put (in world coordinate system).
Return value
First intersected shape, if found; otherwise, 0.int GetContactID ( int num ) #
Returns the contact ID by the contact number.Arguments
- int num - Contact number.
Return value
Contact ID.Vec3 GetContactPoint ( int num ) #
Returns world coordinates of the contact point.Arguments
- int num - Contact number.
Return value
Contact point (in world coordinates).vec3 GetContactNormal ( int num ) #
Returns a normal of the contact point, in world coordinates.Arguments
- int num - Contact number.
Return value
Contact normal (in world coordinates).vec3 GetContactVelocity ( int num ) #
Returns relative velocity at the given contact point.Arguments
- int num - Contact number.
Return value
Velocity vector.float GetContactImpulse ( int num ) #
Returns the relative impulse at the given contact point.Arguments
- int num - Contact number.
Return value
Impulse value.float GetContactTime ( int num ) #
Returns the time when the given contact occurs. By CCD (for spheres or capsules), it returns the time starting from the current physics simulation tick to the moment when the calculated contact is bound to happen. By non-continuous collision detection, 0 is always returned.Arguments
- int num - Contact number.
Return value
Time of the calculated contact to happen, in seconds.float GetContactDepth ( int num ) #
Returns the depth by which the body penetrated with an obstacle by the given contact. This distance is measured along the contact normal.Arguments
- int num - Contact number.
Return value
Penetration depth, in units.float GetContactFriction ( int num ) #
Returns relative friction at the given contact point.Arguments
- int num - Contact number.
Return value
Friction value.float GetContactRestitution ( int num ) #
Returns relative restitution at the given contact point.Arguments
- int num - Contact number.
Return value
Restitution.Body GetContactBody0 ( int num ) #
Returns the first body participating in a given contact. This is not necessarily the current body.Arguments
- int num - Contact number.
Return value
First body.Body GetContactBody1 ( int num ) #
Returns the second body participating in a given contact. This is not necessarily the current body.Arguments
- int num - Contact number.
Return value
Second body.Shape GetContactShape0 ( int num ) #
Returns the first shape participating in a given contact. This shape does not necessarily belong to the current body.Arguments
- int num - Contact number.
Return value
First shape.Shape GetContactShape1 ( int num ) #
Returns the second shape participating in a given contact. This shape does not necessarily belong to the current body.Arguments
- int num - Contact number.
Return value
Second shape.Object GetContactObject ( int num ) #
Returns an object participating in the contact (used for collisions with non-physical object).Arguments
- int num - Contact number.
Return value
Object in contact.int GetContactSurface ( int num ) #
Returns the surface of the current object, which is in contact (used for collisions with non-physical object).Arguments
- int num - Contact number.
Return value
Surface number.IntPtr addFrozenCallback ( FrozenDelegate func ) #
Adds a callback function to be called when a given body freezes. The signature of the frozen callback function must be as follows:void frozen_callback_function_name(Body body);
You can set a callback function as follows:
addFrozenCallback(b => frozen_callback_function_name(b));
Example: Setting a body frozen callback function for a certain class:
class SomeClass
{
// body for which a frozen callback function is to be set
Unigine.Body body;
/*...*/
// callback function
private void on_freezing(Body body)
{
// insert your code handling freezing here
}
private void registerCallback()
{
// setting the on_freezing() function to handle freezing for the body
body.addFrozenCallback(b => on_freezing(b));
}
/*...*/
}
Arguments
- FrozenDelegate func - Callback function with the following signature: void FrozenDelegate(Body body)
Return value
ID of the last added frozen callback, if the callback was added successfully; otherwise, nullptr. This ID can be used to remove this callback when necessary.bool removeFrozenCallback ( IntPtr id ) #
Removes the specified callback from the list of frozen callbacks.Arguments
- IntPtr id - Frozen callback ID obtained when adding it.
Return value
True if the frozen callback with the given ID was removed successfully; otherwise false.void clearFrozenCallbacks ( ) #
Clears all added frozen callbacks.IntPtr addPositionCallback ( PositionDelegate func ) #
Adds a callback function to be called when a given body moves a certain distance (rotation is not taken into account). The signature of the position callback function must be as follows:void position_callback_function_name(Body body);
You can set a callback function as follows:
addPositionCallback(b => position_callback_function_name(b));
Example: Setting a body position callback function for a certain class:
class SomeClass
{
// body for which a position callback function is to be set
Unigine.Body body;
/*...*/
// callback function
private void on_position(Body body)
{
// insert your code handling position changes here
}
private void registerCallback()
{
// setting the on_position() function to handle position changes for the body
body.addPositionCallback(b => on_position(b));
}
/*...*/
}
Arguments
- PositionDelegate func - Callback function with the following signature: void PositionDelegate(Body body)
Return value
ID of the last added position callback, if the callback was added successfully; otherwise, nullptr. This ID can be used to remove this callback when necessary.bool removePositionCallback ( IntPtr id ) #
Removes the specified callback from the list of position callbacks.Arguments
- IntPtr id - Position callback ID obtained when adding it.
Return value
True if the position callback with the given ID was removed successfully; otherwise false.void clearPositionCallbacks ( ) #
Clears all added position callbacks.IntPtr addContactCallback ( ContactDelegate func ) #
Adds a callback function to be called when a contact with the body emerges. The body might have no information on some of its contacts with other physical bodies, as these contacts can be handled by other bodies. The contact callback function is to be used to detect all contacts in which the body participates.void contact_callback_function_name(Body body, int num);
You can set a callback function as follows:
addContactCallback((b, num) => contact_callback_function_name(b, num));
Example: Setting a body contact callback function for a certain class:
class SomeClass
{
// body for which a contact callback function is to be set
Unigine.Body body;
/*...*/
// callback function
private void contact_callback(Body body, int num)
{
// insert your code handling contacts here
}
private void registerCallback()
{
// setting the on_position() function to handle contacts for the body
body.addContactCallback((b, num) => contact_callback(b, num));
}
/*...*/
}
If you want to reposition, transform, create or delete nodes captured by your callback function, you can store them in the array and then perform all necessary operations in the update():
// list of collisions that were processed by other bodies
List<Body> unregistered_collisions = new List<Body>();
// flag indicating if collisions were detected
bool collision_detected = false;
/*...*/
private void contact_callback(Body body, int num)
{
// collision was detected
collision_detected = true;
// if the collision is processed by other body, adding it to the list
if (body != this_body)
unregistered_collisions.Add(body);
}
/*...*/
public override int update()
{
if (collision_detected)
{
// resetting collision flag
collision_detected = false;
for (int i = 0; i < body.getNumContacts(); i++)
{
// process all nodes with which collisions were registered
Node node = body.getContactObject(i).getNode();
// changing node's rotation
if (node.checkPtr())
node.setRotation(new quat(0.0f, 1.0f, 0.0f, 90.0f));
}
for (int i = 0; i < unregistered_collisions.Count; i++)
{
// process all unregistered collisions
Node node = unregistered_collisions[i].getObject().getNode();
// deleting a node
if (node.checkPtr())
Editor.get().removeNode(node);
}
// clearing the list of unregistered collisions after processing them
unregistered_collisions.Clear();
}
}
Arguments
- ContactDelegate func - Callback function with the following signature: void ContactDelegate(Body body, int num)
Return value
ID of the last added contact callback, if the callback was added successfully; otherwise, nullptr. This ID can be used to remove this callback when necessary.bool removeContactCallback ( IntPtr id ) #
Removes the specified callback from the list of contact callbacks.Arguments
- IntPtr id - Contact callback ID obtained when adding it.
Return value
True if the contact callback with the given ID was removed successfully; otherwise false.void clearContactCallbacks ( ) #
Clears all added contact callbacks.void RenderContacts ( ) #
Renders contact points of the body.void RenderJoints ( ) #
Renders joints in the body.void RenderShapes ( ) #
Renders shapes comprising the body.void RenderVisualizer ( ) #
Renders shapes, joints and contact points of the body.Body Clone ( Object object ) #
Clones the body and assigns a copy to a given object.Arguments
- Object object - Object, to which the copy will be assigned.
Return value
Copy of the body.void Swap ( Body body ) #
Swaps the bodies saving the pointers.Arguments
- Body body - Body to swap.
int SaveState ( Stream stream ) #
Saves the state of a given node into a binary stream.- If a node is a parent for other nodes, states of these child nodes need to be saved manually.
- To save the state from a buffer, file or a message from a socket, make sure the stream is opened. For buffers and files, you also need to set the proper position for reading.
Arguments
- Stream stream - Stream to save node state data.
Return value
1 if node state is successfully saved; otherwise, 0.int RestoreState ( Stream stream ) #
Restores the state of a given node from a binary stream.- If a node is a parent for other nodes, states of these child nodes need to be restored manually.
- To save the state into a buffer, file or a message from a socket, make sure the stream is opened. If necessary, you can set a position for writing for buffers and files.
Arguments
- Stream stream - Stream with saved node state data.