This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Unigine::ShapeContact Class

Header: #include <UniginePhysics.h>

This class stores the result of a physical contact (coordinates of the point, contact duration, penetration depth, contact object, physical shapes participating in the contact, index of the contact surface). This class can be used for implementation of your own custom physics or a custom player.

ShapeContact Class

Members


static ShapeContactPtr create ( ) #

ShapeContact class constructor.

void setID ( int id ) #

Sets a new contact ID.

Arguments

  • int id - Contact ID.

int getID ( ) #

Returns the contact ID.

Return value

Contact ID.

void setSurface ( int surface ) #

Sets a new contact surface number.

Arguments

  • int surface - Contact surface number.

int getSurface ( ) #

Returns the contact surface number.

Return value

Contact surface number.

void setTime ( float time ) #

Sets the time when the contact occurs. In case of CCD (for spheres or capsules), it's the time starting from the current physics simulation tick to the moment when the calculated contact is bound to happen. In case of non-continuous collision detection, it is always 0.

Arguments

  • float time - Contact time, in milliseconds.

float getTime ( ) #

Returns the time when the contact occurs. In case of 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. In case of non-continuous collision detection, 0 is always returned.

Return value

Contact time, in milliseconds.

void setDepth ( float depth ) #

Sets a new penetration depth of the contact. This distance is measured along the contact normal.

Arguments

  • float depth - Contact depth, in units.

float getDepth ( ) #

Returns the penetration depth of the contact. This distance is measured along the contact normal.

Return value

Contact depth, in units.

void setPoint ( const Math::Vec3 & point ) #

Sets new coordinates of the contact point.

Arguments

  • const Math::Vec3 & point - Coordinates of the contact point, in world coordinate system.

Math::Vec3 getPoint ( ) #

Returns the coordinates of the contact point.

Return value

Coordinates of the contact point, in world coordinate system.

void setNormal ( const Math::vec3 & normal ) #

Sets new normal coordinates at the contact point.

Arguments

  • const Math::vec3 & normal - Normal coordinates at the contact point.

Math::vec3 getNormal ( ) #

Returns the normal coordinates at the contact point.

Return value

Normal coordinates at the contact point.

void setShape0 ( const Ptr<Shape> & shape0 ) #

Sets the first shape participating in the contact.

Arguments

  • const Ptr<Shape> & shape0 - First shape participating in the contact.

Ptr<Shape> getShape0 ( ) #

Returns the first shape participating in the contact.

Return value

First shape participating in the contact.

void setShape1 ( const Ptr<Shape> & shape1 ) #

Sets the second shape participating in the contact.

Arguments

  • const Ptr<Shape> & shape1 - Second shape participating in the contact.

Ptr<Shape> getShape1 ( ) #

Returns the second shape participating in the contact.

Return value

Second shape participating in the contact.

void setObject ( const Ptr<Object> & val ) #

Sets the object participating in the contact.

Arguments

Ptr<Object> getObject ( ) #

Returns the object participating in the contact.

Return value

Contact object.
Last update: 2022-09-26
Build: ()