Unigine::PhysicsIntersection Class
Header: | #include <UniginePhysics.h> |
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 execution sequence is the following:
- Define and initialize two points (p0 and p1) by using the Player::getDirectionFromScreen() function.
- Create an instance of the PhysicsIntersection class to get the intersection information.
- 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.
- 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 getShape(), getPoint() functions.
#include "AppWorldLogic.h"
#include <UnigineObjects.h>
#include <UnigineEditor.h>
#include <UnigineGame.h>
#include <UniginePhysics.h>
using namespace Unigine;
using namespace Math;
int AppWorldLogic::init()
{
// create a Mesh instance with a box surface
MeshPtr mesh = Mesh::create();
mesh->addBoxSurface("box", vec3(0.2f));
// create a new dynamic mesh from the Mesh instance
ObjectMeshDynamicPtr dynamic_mesh = ObjectMeshDynamic::create(mesh);
dynamic_mesh->setWorldTransform(translate(Vec3(0.0f, 0.0f, 2.0f)));
// assign a body and a shape to the dynamic mesh
BodyRigidPtr body = BodyRigid::create(dynamic_mesh);
ShapeBoxPtr shape = ShapeBox::create(body, vec3(0.2f));
return 1;
}
////////////////////////////////////////////////////////////////////////////////
// start of the main loop
////////////////////////////////////////////////////////////////////////////////
int AppWorldLogic::update()
{
// initialize points of the mouse direction
Vec3 p0, p1;
// get the current player (camera)
PlayerPtr player = Game::getPlayer();
if (player.get() == NULL)
return 0;
// get width and height of the main application window
Math::ivec2 winsize = WindowManager::getMainWindow()->getClientSize();
int width = winsize.x;
int height = winsize.y;
// get the current X and Y coordinates of the mouse pointer
int mouse_x = Gui::getCurrent()->getMouseX();
int mouse_y = Gui::getCurrent()->getMouseY();
// get the mouse direction from the player's position (p0) to the mouse cursor pointer (p1)
player->getDirectionFromScreen(p0, p1, mouse_x, mouse_y, 0, 0, width, height);
// create the instance of the PhysicsIntersection object to save the information about the intersection
PhysicsIntersectionPtr intersection = PhysicsIntersection::create();
// get an intersection
ObjectPtr object = Physics::getIntersection(p0, p1, 1, intersection);
// if the intersection has occurred, change the parameter of the object's material
if (object)
{
for (int i = 0; i < object->getNumSurfaces(); i++)
{
object->setMaterialParameterFloat4("albedo_color", vec4(1.0f, 1.0f, 0.0f, 1.0f), i);
}
// if the intersected object has a shape, show the information about the intersection
ShapePtr shape = intersection->getShape();
if (shape)
{
Log::message("physics intersection info: point: (%f %f %f) shape: %s\n", intersection->getPoint().x, intersection->getPoint().y, intersection->getPoint().z, shape->getTypeName());
}
}
return 1;
}
PhysicsIntersection Class
Enums
TYPE#
Name | Description |
---|---|
PHYSICS_INTERSECTION = 0 | PhysicsIntersection 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 = 1 | PhysicsIntersectionNormal object, which stores the same information as the PhysicsIntersection object plus additional information on the normal at the intersection point. |
NUM_PHYSICS_INTERSECTIONS = 2 |
Members
static PhysicsIntersectionPtr create ( ) #
The PhysicsIntersection constructor.void setPoint ( const Math::Vec3 & point ) #
Sets new coordinates of the intersection point.Arguments
- const Math::Vec3 & point - Coordinates of the intersection point.
Math::Vec3 getPoint ( ) #
Returns coordinates of the intersection point.Return value
Coordinates of the intersection point.void setShape ( const Ptr<Shape> & shape ) #
Sets the new intersection shape.Arguments
Ptr<Shape> getShape ( ) #
Returns the intersection shape.Return value
Intersection shape.void setSurface ( int surface ) #
Sets the new intersection surface number.Arguments
- int surface - Intersection surface number.
int getSurface ( ) #
Returns the intersected surface number.Return value
Intersected surface number.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.const char * 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:
2024-12-13
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