PhysicalTrigger Class
Inherits from: | Physical |
Physical Trigger triggers events when a physical object gets inside or outside it. To be detected by the trigger, physical objects are required to have at the same time both:
- Bodies (with matching Physical Mask)
NoticeFor BodyDummy to trigger PhysicalTrigger, you need to call updateContacts() first.
- Shapes (with matching Collision mask)
To force update of the physical trigger, updateContacts() can be called. After that, you can access all updated data about the contacts in the same frame. However, handler functions will still be executed only when the next engine function is called: that is, before updatePhysics() (in the current frame), or before the update() (in the next frame) — whatever comes first.
See Also#
- Video tutorial on How To Use Physical Triggers to Catch Physical Objects
- Article on Event Handling
- C++ API sample located in the <UnigineSDK>/source/samples/Api/Nodes/PhysicalTrigger folder
- C# API sample located in the <UnigineSDK>/source/csharp/samples/Api/Nodes/PhysicalTrigger folder
-
Set of UnigineScript API samples located in the <UnigineSDK>/data/samples/physicals/ folder:
- trigger_00
- trigger_01
- trigger_02
Usage Example#
In this example a physical trigger and two boxes, each with a body and a shape, are created. When a box with matching physical mask enters the physical trigger the trigger_enter() function is called, when it leaves the trigger - the trigger_leave() function is called.
#include <core/scripts/primitives.h>
/* .. */
PhysicalTrigger trigger;
ObjectMeshDynamic box1;
ObjectMeshDynamic box2;
// callback function to be fired when a physical object enters the trigger
void trigger_enter(Body body)
{
// trying to get an object from the body
Object obj = body.getObject();
if (obj == NULL)
return;
// enabling material emission for all object's surfaces
for (int i = 0; i < obj.getNumSurfaces(); i++)
obj.setMaterialState("emission", 1, i);
// displaying the name of the object entering trigger area
log.message("\n %s has entered the trigger area!", body.getObject().getName());
}
// callback function to be fired when a physical object leaves the trigger
void trigger_leave(Body body)
{
// trying to get an object from the body
Object obj = body.getObject();
if (obj == NULL)
return;
// disabling material emission for all object's surfaces
for (int i = 0; i < obj.getNumSurfaces(); i++)
obj.setMaterialState("emission", 0, i);
// displaying the name of the object leaving trigger area
log.message("\n %s has left the trigger area!", body.getObject().getName());
}
// function creating a named box having a specified size, color and transformation with a body and a shape
ObjectMeshDynamic createBodyBox(string name, Vec3 size, float mass, Vec4 color, Mat4 transform, int physical_mask)
{
// creating geometry and setting up its parameters (name, color and transformation)
ObjectMeshDynamic box = Unigine::createBox(size);
box.setWorldTransform(transform);
box.setMaterialParameterFloat4("albedo_color", color, 0);
box.setName(name);
// adding physics, i.e. a rigid body and a box shape with specified mass
BodyRigid body = class_remove(new BodyRigid(box));
ShapeBox shape = class_remove(new ShapeBox(size));
shape.setMass(mass);
body.addShape(shape, translate(0.0f, 0.0f, 0.0f));
body.setPhysicalMask(physical_mask);
body.setFreezable(0);
return box;
}
/* .. */
int init() {
// setting up a player
Player player = new PlayerSpectator();
player.setPosition(Vec3(0.0f,-3.401f,1.5f));
player.setDirection(Vec3(0.0f,1.0f,-0.4f));
engine.game.setPlayer(player);
// enabling visualizer to render bounds of the physical trigger
engine.console.run("show_visualizer 1");
// creating a physical trigger and passing it to the Editor
trigger = new PhysicalTrigger(3,vec3(2.0f, 2.0f, 1.0f));
// setting trigger's position
trigger.setPosition(Vec3(0.0f, 0.0f, 1.0f));
// setting trigger's physical mask equal to 1
trigger.setPhysicalMask(1);
// retrieving trigger size
vec3 size = trigger.getSize();
// displaying trigger size and shape type
log.message("\n Trigger parameters size(%f, %f , %f) type: %d", size.x, size.y, size.z, trigger.getShapeType());
// setting trigger enter callback function
trigger.setEnterCallback("trigger_enter");
// setting trigger leave callback function
trigger.setLeaveCallback("trigger_leave");
// creating a box with a body and physical mask value equal to 2 to be ignored by the trigger
box1 = createBodyBox("Box1", vec3(0.2f), 5.0f, vec4(1.0f, 0.0f, 0.0f, 1.0f), translate(Vec3(0.0f, 0.0f, 2.22f)),2);
// creating a box with a body and physical mask value equal to 1 to affect the trigger
box2 = createBodyBox("Box2", vec3(0.2f), 0.0f, vec4(1.0f, 1.0f, 0.0f, 1.0f), translate(Vec3(3.5f, 0.0f, 1.2f)),1);
// displaying physical masks of both boxes and the trigger
log.message("\n Box1 Physical mask: %d", box1.getBody().getPhysicalMask());
log.message("\n Box2 Physical mask: %d", box2.getBody().getPhysicalMask());
log.message("\n Trigger Physical mask: %d", trigger.getPhysicalMask());
return 1;
}
int update() {
/* .. */
// showing the bounds of the physical trigger
trigger.renderVisualizer();
// changing the position of the second box
box2.setWorldPosition(box2.getWorldPosition() - Vec3(0.5f * engine.game.getIFps(), 0.0f, 0.0f));
return 1;
}
/* .. */
int updatePhysics() {
// updating information on trigger contacts
trigger.updateContacts();
return 1;
}
PhysicalTrigger Class
Members
void setSize ( ) #
Arguments
- size - The size of the physical trigger:
- Radius, in case of a sphere (pass the radius in the first element of the vector).
- Radius and height, in case of a capsule or a cylinder (pass the radius as the first vector element and the height as the second element).
- Dimensions along the X, Y and Z axes, in case of the box.
getSize() const#
Return value
Current size of the physical trigger:- Radius, in case of a sphere (pass the radius in the first element of the vector).
- Radius and height, in case of a capsule or a cylinder (pass the radius as the first vector element and the height as the second element).
- Dimensions along the X, Y and Z axes, in case of the box.
void setShapeType ( int type ) #
Arguments
- int type - The shape type of the physical trigger:
- 0 - Sphere
- 1 - Capsule
- 2 - Cylinder
- 3 - Box
int getShapeType() const#
Return value
Current shape type of the physical trigger:- 0 - Sphere
- 1 - Capsule
- 2 - Cylinder
- 3 - Box
int getNumContacts() const#
Return value
Current number of contacts.int getNumBodies() const#
Return value
Current number of bodies.void setLeaveCallbackName ( string name ) #
Arguments
- string name - The name of the callback function.
const char * getLeaveCallbackName() const#
Return value
Current name of the callback function.void setExclusionMask ( int mask ) #
Arguments
- int mask - The integer, each bit of which is a mask.
int getExclusionMask() const#
Return value
Current integer, each bit of which is a mask.void setEnterCallbackName ( string name ) #
Arguments
- string name - The name of the callback function.
const char * getEnterCallbackName() const#
Return value
Current name of the callback function.void setCollisionMask ( int mask ) #
Arguments
- int mask - The integer, each bit of which is a mask.
int getCollisionMask() const#
Return value
Current integer, each bit of which is a mask.getEventLeave() const#
The event handler signature is as follows: myhandler()Usage Example
Return value
Event reference.getEventEnter() const#
The event handler signature is as follows: myhandler()Usage Example
Return value
Event reference.static PhysicalTrigger ( int type, vec3 size ) #
Constructor. Creates a physical trigger of the specified shape and size.Arguments
- int type - Shape of the physical trigger:
- 0 = Sphere
- 1 = Capsule
- 2 = Cylinder
- 3 = Box
- vec3 size - Size of the physical trigger:
- Radius, in case of a sphere
- Radius and height, in case of a capsule or a cylinder
- Dimensions, in case of the box
Body getBody ( int num ) #
Returns the specified body that intersects the physical trigger.Arguments
- int num - Body number.
Return value
Intersected body.float getContactDepth ( int contact ) #
Returns penetration depth by the given contact.Arguments
- int contact - Contact number.
Return value
Penetration depth.vec3 getContactNormal ( int contact ) #
Returns a normal of the contact point, in world coordinates.Arguments
- int contact - Contact number.
Return value
Normal of the contact point.Object getContactObject ( int contact ) #
Returns an object participating in the contact with a physical trigger .Arguments
- int contact - Contact number.
Return value
Object in contact.Vec3 getContactPoint ( int contact ) #
Returns world coordinates of the contact point.Arguments
- int contact - Contact number.
Return value
Contact point.Shape getContactShape ( int contact ) #
Returns a shape that collided with a physical trigger.Arguments
- int contact - Contact number.
Return value
Shape in contact.int getContactSurface ( int contact ) #
Returns the surface of the current object, which is in contact .Arguments
- int contact - Contact number.
Return value
Surface number.static int type ( ) #
Returns the type of the node.Return value
Physical trigger type identifier.void updateContacts ( ) #
Forces a physical trigger to be updated, i.e. to recalculate its intersections with physical objects and colliders. After that, you can access all updated data; however, event handler functions themselves will be executed only when physics flush is over.The information on this page is valid for UNIGINE 2.20 SDK.