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Unigine::PhysicalTrigger Class

Header: #include <UniginePhysicals.h>
Inherits from: Physical
Read More

PhysicalTrigger Class

Members


static PhysicalTriggerPtr create ( Shape::TYPE type, const Math::vec3 & size ) #

Constructor. Creates a physical trigger of the specified shape and size.

Arguments

  • Shape::TYPE type - Shape of the physical trigger:
    • 0 = Sphere
    • 1 = Capsule
    • 2 = Cylinder
    • 3 = Box
  • const Math::vec3 & size - Size of the physical trigger:
    • Radius, in case of a sphere
    • Radius and height, in case of a capsule or a cylinder
    • Dimensions, in case of the box

Ptr<Body> getBody ( int num ) #

Returns the specified body that intersects the physical trigger.

Arguments

  • int num - Body number.

Return value

Intersected body.

void setCollisionMask ( int mask ) #

Sets the collision bit mask for the trigger:
  • the trigger will be activated if the entered body will have a matching physical mask and at the same time its shape will have a matching collision mask.

Arguments

  • int mask - Integer, each bit of which is a mask.

int getCollisionMask ( ) #

Sets the collision bit mask for the trigger:
  • the trigger will be activated if the entered body will have a matching physical mask and at the same time its shape will have a matching collision mask.

Return value

Integer, each bit of which is a mask.

float getContactDepth ( int contact ) #

Returns penetration depth by the given contact.

Arguments

  • int contact - Contact number.

Return value

Penetration depth.

Math::vec3 getContactNormal ( int contact ) #

Returns a normal of the contact point, in world coordinates.

Arguments

  • int contact - Contact number.

Return value

Normal of the contact point.

Ptr<Object> getContactObject ( int contact ) #

Returns an object participating in the contact with a physical trigger .

Arguments

  • int contact - Contact number.

Return value

Object in contact.

Math::Vec3 getContactPoint ( int contact ) #

Returns world coordinates of the contact point.

Arguments

  • int contact - Contact number.

Return value

Contact point.

Ptr<Shape> getContactShape ( int contact ) #

Returns a shape that collided with a physical trigger.

Arguments

  • int contact - Contact number.

Return value

Shape in contact.

int getContactSurface ( int contact ) #

Returns the surface of the current object, which is in contact .

Arguments

  • int contact - Contact number.

Return value

Surface number.

void * addEnterCallback ( Unigine::CallbackBase1< Ptr<Body> > * func ) #

Adds a callback function to be fired when a body enters the physical trigger. The callback function must receive a Body as its first argument. In addition, it can also take 2 arguments of any type.

Source code (C++)
// implement the enter callback
void AppWorldLogic::enter_callback(BodyPtr body){
	Log::message("\nA body named %s has entered the trigger\n", body->getName());
}

PhysicalTriggerPtr trigger;

int AppWorldLogic::init() {

	// create a box-type physical trigger
	trigger = PhysicalTrigger::create(3, Math::vec3(3.0f));
	
	// add the enter callback to be fired when a body enters the physical trigger
	trigger->addEnterCallback(MakeCallback(this, &AppWorldLogic::enter_callback));
	
	return 1;
}

Arguments

Return value

ID of the last added enter callback, if the callback was added successfully; otherwise, nullptr. This ID can be used to remove this callback when necessary.

bool removeEnterCallback ( void * id ) #

Removes the specified callback from the list of enter callbacks.

Arguments

  • void * id - Enter callback ID obtained when adding it.

Return value

True if the enter callback with the given ID was removed successfully; otherwise false.

void clearEnterCallbacks ( ) #

Clears all added enter callbacks.

void setEnterCallbackName ( const char * name ) #

Sets a callback function to be fired on entering the physical trigger.
  • Unlike setEnterCallback() , this callback function accepts a body that entered the physical trigger and the physical trigger itself as arguments.

Arguments

  • const char * name - Name of the callback function.

const char * getEnterCallbackName ( ) #

Returns the name of the callback function fired on entering the physical trigger. This callback function is set via setEnterCallbackName() .

Return value

Name of the callback function.

void setExclusionMask ( int mask ) #

Sets an bit mask to prevent detecting collisions with shapes and bodies. This mask is independent of the collision mask. To avoid detecting collisions by a physical trigger for bodies and shapes with matching collision masks, at least one bit in exclusion masks should match. 0 is to collide with all bodies and shapes with a matching collision mask.

Arguments

  • int mask - Integer, each bit of which is a mask.

int getExclusionMask ( ) #

Returns the bit mask that prevent detecting collisions with shapes and bodies. This mask is independent of the collision mask. To avoid detecting collisions by a physical trigger for bodies and shapes with matching collision masks, at least one bit in exclusion masks should match.

Return value

Integer, each bit of which is a mask.

void * addLeaveCallback ( Unigine::CallbackBase1< Ptr<Body> > * func ) #

Adds a callback function to be fired when a body leaves the physical trigger. The callback function must receive a Body as its first argument. In addition, it can also take 2 arguments of any type.

Source code (C++)
// implement the leave callback
void AppWorldLogic::leave_callback(BodyPtr body){
	Log::message("\nA body named %s has left the trigger\n", body->getName());
}

PhysicalTriggerPtr trigger;

int AppWorldLogic::init() {

	// create a box-type physical trigger
	trigger = PhysicalTrigger::create(3, Math::vec3(3.0f));
	
	// add the leave callback to be fired when a body leaves the physical trigger
	trigger->addLeaveCallback(MakeCallback(this, &AppWorldLogic::leave_callback));
	
	return 1;
}

Arguments

Return value

ID of the last added leave callback, if the callback was added successfully; otherwise, nullptr. This ID can be used to remove this callback when necessary.

bool removeLeaveCallback ( void * id ) #

Removes the specified callback from the list of leave callbacks.

Arguments

  • void * id - Leave callback ID obtained when adding it.

Return value

True if the leave callback with the given ID was removed successfully; otherwise false.

void clearLeaveCallbacks ( ) #

Clears all added leave callbacks.

void setLeaveCallbackName ( const char * name ) #

Sets the name of a callback function to be fired on leaving the physical trigger.
  • Unlike setLeaveCallback() , this callback function accepts a body that left the physical trigger and physical trigger itself as arguments.

Arguments

  • const char * name - Name of the callback function.

const char * getLeaveCallbackName ( ) #

Returns the name of the callback function fired on leaving the physical trigger. This callback function is set via setLeaveCallbackName() .

Return value

Name of the callback function.

int getNumBodies ( ) #

Returns the total number of bodies intersecting with the physical trigger.

Return value

Number of bodies.

int getNumContacts ( ) #

Returns the total number of contacts with bodies, shapes and colliding surfaces in which a physical trigger participated.

Return value

Number of contacts.

void setShapeType ( int type ) #

Sets the shape type of the physical trigger.

Arguments

  • int type - Shape type of the physical trigger:
    • 0 - Sphere
    • 1 - Capsule
    • 2 - Cylinder
    • 3 - Box

int getShapeType ( ) #

Returns the shape type of the physical trigger.

Return value

Shape type of the physical trigger:
  • 0 - Sphere
  • 1 - Capsule
  • 2 - Cylinder
  • 3 - Box

void setSize ( const Math::vec3 & size ) #

Sets the size of the physical trigger.

Arguments

  • const Math::vec3 & size - New size of the physical trigger:
    • Radius, in case of a sphere (pass the radius in the first element of the vector).
    • Radius and height, in case of a capsule or a cylinder (pass the radius as the first vector element and the height as the second element).
    • Dimensions along the X, Y and Z axes, in case of the box.

Math::vec3 getSize ( ) #

Returns the current size of the physical trigger:
  • Radius, in case of a sphere (pass the radius in the first element of the vector).
  • Radius and height, in case of a capsule or a cylinder (pass the radius as the first vector element and the height as the second element).
  • Dimensions along the X, Y and Z axes, in case of the box.

Return value

Size of the physical trigger.

static int type ( ) #

Returns the type of the node.

Return value

Physical trigger type identifier.

void updateContacts ( ) #

Forces a physical trigger to be updated, i.e. to recalculate its intersections with physical objects and colliders. After that, you can access all updated data; however, callback functions themselves will be executed only when physics flush is over.
Last update: 20.04.2022
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