This page has been translated automatically.
UnigineScript
The Language
Core Library
Engine Library
Node-Related Classes
GUI-Related Classes
Plugins Library
High-Level Systems
Samples
Usage Examples
C++ API
API Reference
Integration Samples
Usage Examples
C++ Plugins
Migration
Migrating to UNIGINE 2.0
C++ API Migration
Migrating from UNIGINE 2.0 to UNIGINE 2.1
Внимание! Эта версия документация УСТАРЕЛА, поскольку относится к более ранней версии SDK! Пожалуйста, переключитесь на самую актуальную документацию для последней версии SDK.
Внимание! Эта версия документации описывает устаревшую версию SDK, которая больше не поддерживается! Пожалуйста, обновитесь до последней версии SDK.

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).

Usage Example

The following example shows how you can get the intersection information by using the PhysicsIntersection class. In this example the line is an invisible traced line from the point of the camera (vec3 p0) to the point of the mouse pointer (vec3 p1). The executing sequence is the following:

  • Define and initialize two points (p0 and p1) by using the Unigine::getPlayerMouseDirection() function from core/scripts/utils.h.
  • Create an instance of the PhysicsIntersection class to get the intersection information.
  • Check, if there is a intersection with an object. The engine.physics.getIntersection() function returns an intersected object when the object intersects with the traced line.
  • In this example, when the object intersects with the traced line, all the 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, the index of the surface and the Shape class object. You can get all these fields by using getShape(), getPoint() and getSurface() functions
Source code (UnigineScript)
#include <core/scripts/utils.h>
/* ... */
// define two vec3 coordinates
vec3 p0,p1;
// get the mouse direction from camera (p0) to cursor pointer (p1)
Unigine::getPlayerMouseDirection(p0,p1);

// create the instance of the PhysicsIntersection object to save the result
PhysicsIntersection intersection = new PhysicsIntersection();
// create an instance for intersected object and check the intersection
Object object = engine.physics.getIntersection(p0,p1,1,intersection);

// if the intersection has been occurred, change the parameter and the texture of the object's material    
if(object != NULL)
{
  forloop(int i=0; object.getNumSurfaces())
  {
    object.setMaterialParameter("diffuse_color", vec4(1.0f, 0.0f, 0.0f, 1.0f),i);
    object.setMaterialTexture("diffuse","", i);
  }
  
  // if the intersected object has a shape, show the information about the intersection   
  Shape shape = intersection.getShape();
  if (shape != NULL)
  {
    log.message("physics intersection info: point: %s shape: %s surface: %i \n", typeinfo(intersection.getPoint()), typeinfo(shape.getType()), intersection.getSurface());
  }
}
/* ... */

PhysicsIntersection Class

Members


PhysicsIntersection ()

The PhysicsIntersection constructor.

vec3 getPoint ()

Returns coordinates of the intersection point.

Return value

Coordinates of the intersection point.

Shape getShape ()

Returns the intersection shape.

Return value

Intersection shape.

int getSurface ()

Returns the intersected surface number.

Return value

Intersected surface number.

void setPoint (vec3 point)

Sets new coordinates of the intersection point.

Arguments

  • vec3 point - Coordinates of the intersection point.

void setShape (Shape shape)

Sets the new intersection shape.

Arguments

  • Shape shape - Intersection shape.

void setSurface (int surface)

Sets the new intersection surface number.

Arguments

  • int surface - Intersection surface number.
Last update: 03.07.2017
Build: ()