This page has been translated automatically.
Видеоуроки
Interface
Essentials
Advanced
Полезные советы
Программирование на C#
Принципы работы
Свойства (properties)
Компонентная Система
Рендер
Физика
Редактор UnigineEditor
Обзор интерфейса
Работа с ассетами
Настройки и предпочтения
Работа с проектами
Настройка параметров узла
Setting Up Materials
Setting Up Properties
Освещение
Landscape Tool
Sandworm (Experimental)
Использование инструментов редактора для конкретных задач
Extending Editor Functionality
Встроенные объекты
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Objects
Sound Objects
Pathfinding Objects
Players
Программирование
Основы
Настройка среды разработки
Примеры использования
UnigineScript
C++
C#
Унифицированный язык шейдеров UUSL
File Formats
Rebuilding the Engine Tools
GUI
Двойная точность координат
API
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
Работа с контентом
Оптимизация контента
Материалы
Art Samples
Tutorials
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.

Contact Class

Warning
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScipt (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.

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.

Contact Class

Members


static Contact ( ) #

Contact 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 ( Vec3 point ) #

Sets new coordinates of the contact point.

Arguments

  • Vec3 point - Coordinates of the contact point, in world coordinate system.

Vec3 getPoint ( ) #

Returns the coordinates of the contact point.

Return value

Coordinates of the contact point, in world coordinate system.

void setNormal ( vec3 normal ) #

Sets new normal coordinates at the contact point.

Arguments

  • vec3 normal - Normal coordinates at the contact point.

vec3 getNormal ( ) #

Returns the normal coordinates at the contact point.

Return value

Normal coordinates at the contact point.

void setShape0 ( Shape shape0 ) #

Sets the first shape participating in the contact.

Arguments

  • Shape shape0 - First shape participating in the contact.

Shape getShape0 ( ) #

Returns the first shape participating in the contact.

Return value

First shape participating in the contact.

void setShape1 ( Shape shape1 ) #

Sets the second shape participating in the contact.

Arguments

  • Shape shape1 - Second shape participating in the contact.

Shape getShape1 ( ) #

Returns the second shape participating in the contact.

Return value

Second shape participating in the contact.

void setObject ( Object val ) #

Sets the object participating in the contact.

Arguments

Object getObject ( ) #

Returns the object participating in the contact.

Return value

Contact object.
Last update: 24.11.2020
Build: ()