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Found 7 results

  1. World::getIntersection lag-spike

    UNIGINE 2.14.1 Community Windows 10, DX11 World::getIntersection method execution takes much longer than expected when entering relatively complex mesh bounding box. Create default C++ project named 'getIntersection_lag_on_collision' Get attached test project 'getIntersection_lag_on_collision' Merge Build Open editor to sync world data Run, notice lag-spike when nearly fell on the ground getIntersection_lag_on_collision.zip
  2. hello, after upgrading the project to version 2.13 along with terrain and data, the getHatHot call from IG plugin returns incorrect data. It constantly returns same values 0.0 for HAT and HOT and -1 for surface id . Thanks for your help.
  3. Hi, I want to change the IntersectionMask of a Node true c# code. I found how to change the PhysicsIntersectionMask. drop_item.ObjectBody.GetShape(0).PhysicsIntersectionMask = 2; The object i want to manipulate is a Cylinder BodyRigid created in the Editor. Thanks
  4. I am testing using the sample source Oblique Frustum. The Box node is moving based on mouse coordinates. WorldIntersectionPtr intersection = WorldIntersection::create(); ObjectPtr obj = World::get()->getIntersection(pStartPoint, pEndPoint, 1, exceptUNode, intersection); I want to include hidden nodes in exceptUNode. Question Can you detect hidden nodes with Oblique Frustum?? 006.bmp 007.bmp 008.bmp 009.bmp 010.bmp
  5. Hello, Whan landing an helicopter, I need to find out the type of terrain below the landing gears in order to simulate a slippery or a muddy contact. Is there any way to have access to the terrain layers information for a location? Is it possible to know if a location is within the modified array of a decal? Thank you.
  6. About engine.world.getIntersection

    I want to detect trees in the scene。 However the tree type is ObjectMeshClutter, how can detect them? when I use this code to detect. int result = engine.world.getIntersectionObjects(ttP0,ttP1,ret); //int result = engine.world.getIntersection(ball_boundBox,-1,ret); if(result != 0) { if( ret.size()!= 0) { log.message("------------------------------------------------------------------------%d\n",ret.size()); int exclude[0]; exclude.clear(); Node nearest = NULL; forloop(int i = 0; ret.size()) { Node n = node_cast(ret[i]); if(n != NULL && n.getTypeName() == "ObjectMeshClutter"){ log.message("hit name: %30s -> %s %s %s\n",n.getName(), n.getTypeName(),typeinfo(ttmp.getWorldPosition()))); } } log.message("------------------------------------------------------------------------\n"); } } the result is: hit name: spruce1_clutter -> ObjectMeshClutter dvec3: -4096 -4096 0 dmat4: (1 0 0 0) (0 1 0 0) (0 0 1 0) (-4096 -4096 0 1) hit name: blooming_sally_clutter -> ObjectMeshClutter dvec3: -4096 -4096 0 dmat4: (1 0 0 0) (0 1 0 0) (0 0 1 0) (-4096 -4096 0 1) hit name: tormentil_dead_clutter -> ObjectMeshClutter dvec3: -4096 -4096 0 dmat4: (1 0 0 0) (0 1 0 0) (0 0 1 0) (-4096 -4096 0 1) hit name: blooming_sally_clutter -> ObjectMeshClutter dvec3: -4096 -4096 0 dmat4: (1 0 0 0) (0 1 0 0) (0 0 1 0) (-4096 -4096 0 1) hit name: camomile_clutter -> ObjectMeshClutter dvec3: -4096 -4096 0 dmat4: (1 0 0 0) (0 1 0 0) (0 0 1 0) (-4096 -4096 0 1) hit name: stone3_color3_mesh_clutter -> ObjectMeshClutter dvec3: -4096 -4096 0 dmat4: (1 0 0 0) (0 1 0 0) (0 0 1 0) (-4096 -4096 0 1) hit name: ledum2_clutter -> ObjectMeshClutter dvec3: -4096 -4096 0 dmat4: (1 0 0 0) (0 1 0 0) (0 0 1 0) (-4096 -4096 0 1) hit name: blooming_sally_clutter -> ObjectMeshClutter dvec3: -4096 -4096 0 dmat4: (1 0 0 0) (0 1 0 0) (0 0 1 0) (-4096 -4096 0 1) hit name: blooming_sally_clutter -> ObjectMeshClutter dvec3: -4096 -4096 0 dmat4: (1 0 0 0) (0 1 0 0) (0 0 1 0) (-4096 -4096 0 1) hit name: camomile_clutter -> ObjectMeshClutter dvec3: -4096 -4096 0 dmat4: (1 0 0 0) (0 1 0 0) (0 0 1 0) (-4096 -4096 0 1) hit name: tormentil_dead_clutter -> ObjectMeshClutter dvec3: -4096 -4096 0 dmat4: (1 0 0 0) (0 1 0 0) (0 0 1 0) (-4096 -4096 0 1) hit name: birch1_clutter -> ObjectMeshClutter dvec3: -4096 -4096 0 dmat4: (1 0 0 0) (0 1 0 0) (0 0 1 0) (-4096 -4096 0 1) hit name: tormentil_dead_clutter -> ObjectMeshClutter dvec3: -4096 -4096 0 dmat4: (1 0 0 0) (0 1 0 0) (0 0 1 0) (-4096 -4096 0 1) hit name: blooming_sally_clutter -> ObjectMeshClutter dvec3: -4096 -4096 0 dmat4: (1 0 0 0) (0 1 0 0) (0 0 1 0) (-4096 -4096 0 1) hit name: camomile_clutter -> ObjectMeshClutter dvec3: -4096 -4096 0 dmat4: (1 0 0 0) (0 1 0 0) (0 0 1 0) (-4096 -4096 0 1) hit name: blooming_sally_clutter -> ObjectMeshClutter dvec3: -4096 -4096 0 dmat4: (1 0 0 0) (0 1 0 0) (0 0 1 0) (-4096 -4096 0 1) hit name: tormentil_clutter -> ObjectMeshClutter dvec3: -4096 -4096 0 dmat4: (1 0 0 0) (0 1 0 0) (0 0 1 0) (-4096 -4096 0 1) hit name: ledum_dead_clutter -> ObjectMeshClutter dvec3: -4096 -4096 0 dmat4: (1 0 0 0) (0 1 0 0) (0 0 1 0) (-4096 -4096 0 1) hit name: ledum2_clutter -> ObjectMeshClutter dvec3: -4096 -4096 0 dmat4: (1 0 0 0) (0 1 0 0) (0 0 1 0) (-4096 -4096 0 1) hit name: stone3_color3_mesh_clutter -> ObjectMeshClutter dvec3: -4096 -4096 0 dmat4: (1 0 0 0) (0 1 0 0) (0 0 1 0) (-4096 -4096 0 1) hit name: spruce1_clutter -> ObjectMeshClutter dvec3: -4096 -4096 0 dmat4: (1 0 0 0) (0 1 0 0) (0 0 1 0) (-4096 -4096 0 1) hit name: tormentil_flowers_clutter -> ObjectMeshClutter dvec3: -4096 -4096 0 dmat4: (1 0 0 0) (0 1 0 0) (0 0 1 0) (-4096 -4096 0 1) So I'm confused,how to detect nodes that whose type is ObjectMeshClutter bewteen two point.
  7. Hey Unigine Team, I wanted to ask you, if its would be possible to provide an "AND" operation for the getIntersection functionality? So you can provide the mask like "1010010" and this mask need to match completely to the triggered element/mesh/node (at the moment its an "XOR" don't?) - this could be passed via an parameter at all, like the "exluded nodes"-array. With that you could provide much more complexer logics in game. Thanks & Greetings Lars
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