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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). If you need information on the normal at the intersection point, use the PhysicsIntersectionNormal class.

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. When the object intersects with the traced line, all 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 the Shape, Point properties.
Source code (C#)
using System;
using System.Collections;
using System.Collections.Generic;
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

[Component(PropertyGuid = "AUTOGENERATED_GUID")] // <-- this line is generated automatically for a new component
public class PhysicsIntersectionClass : Component
{
	private void 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
		ObjectMeshDynamic dynamic_mesh = new ObjectMeshDynamic(mesh);

		dynamic_mesh.WorldTransform = MathLib.Translate(new Vec3(0.0f, 0.0f, 2.0f));

		// 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));
	}
	private void Update()
	{
		// initialize points of the mouse direction
		Vec3 p0, p1;

		// get the current player (camera)
		Player player = Game.Player;
			
		// get the size of the current application window
		EngineWindow main_window = WindowManager.MainWindow;
		if (!main_window)
		{
			Engine.Quit();
			return;
		}

		ivec2 main_size = main_window.Size;

		// get the current X and Y coordinates of the mouse pointer
		int mouse_x = Gui.GetCurrent().MouseX;
		int mouse_y = Gui.GetCurrent().MouseY;
		// 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, 0, 0, main_size.x, main_size.y);

		// 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.GetIntersection(p0, p1, 1, intersection);

		// if the intersection has occurred, change the parameter of the object's material    
		if (obj != null)
		{
			for (int i = 0; i < obj.NumSurfaces; i++)
			{
				obj.SetMaterialParameterFloat4("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.Shape;
			if (shape != null)
			{
				Log.Message("physics intersection info: point: ({0} {1} {2}) shape: {3}\n", intersection.Point.x, intersection.Point.y, intersection.Point.z, shape.TypeName);
			}
		}
		
	}
}

PhysicsIntersection Class

Enums

TYPE#

NameDescription
PHYSICS_INTERSECTION = 0PhysicsIntersection object, which stores basic information on the intersection point (coordinates of the intersection, the shape of the object, the index of the surface).
PHYSICS_INTERSECTION_NORMAL = 1PhysicsIntersectionNormal object, which stores the same information as the PhysicsIntersection object plus additional information on the normal at the intersection point.
NUM_PHYSICS_INTERSECTIONS = 2

Properties

int Surface#

The Intersected surface number.

vec3 Point#

The Coordinates of the intersection point.

Shape Shape#

The Intersected shape.

string TypeName#

The Name of the intersection object type.

PhysicsIntersection.TYPE Type#

The Intersection object type.

Members


PhysicsIntersection ( ) #

The PhysicsIntersection constructor.

PhysicsIntersection.TYPE GetType ( ) #

Returns the type of physics intersection. The type defines information stored by the object (if the data on the normal at the intersection point is included or not).

Return value

Physics intersection type, one of the TYPE values.

string GetTypeName ( ) #

Returns the name of the physics intersection type. The type defines information stored by the object (if the data on the normal at the intersection point is included or not).

Return value

Name of the physics intersection type. One of the following values:
  • PhysicsIntersection
  • PhysicsIntersectionNormal
Last update: 2023-03-01
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