Unigine::GameIntersection Class
Header: | #include <UnigineGame.h> |
Stores the result of the Game::getIntersection() function: the point where the intersection with an obstacle has been occurred.
Usage Example
The following example shows how you can get the intersection point (vec3) of the cylinder between two points with an obstacle. In this example we specify a cylinder from the point of the camera (vec3 p0) to the point of the mouse pointer (vec3 p1) with the specified radius. The executing sequence is the following:
- Define and initialize two points (p0 and p1) by using the Player::getDirectionFromScreen().
- Create an instance of the GameIntersection class to get the intersection point coordinates.
- Check, if there is an intersection with an obstacle. The Game::getIntersection() function returns an intersected obstacle when the obstacle appears in the area of the cylinder.
- After that GameIntersection instance gets the point of the nearest intersection point and you can get it by using the getPoint() function.
// AppWorldLogic.cpp
/* ... */
// 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 current application window
ivec2 main_size = ivec2_one;
EngineWindowPtr main_window = WindowManager::getMainWindow();
if (!main_window)
Engine::get()->quit();
main_size = main_window->getSize();
// get the current X and Y coordinates of the mouse pointer
int mouse_x = Input::getMousePosition().x - main_window->getPosition().x;
int mouse_y = Input::getMousePosition().y - main_window->getPosition().y;
// get the mouse direction from the player's position (p0) to the mouse cursor pointer (p1)
player->getDirectionFromScreen(p0, p1, 0, 0, mouse_x, mouse_y, main_size.x, main_size.y);
// create an instance of the GameIntersection class
GameIntersectionPtr intersection = GameIntersection::create();
// try to get the intersection with an obstacle
// cylinder has radius 1.5f, intersection mask equals to 1
ObstaclePtr obstacle = Game::getIntersection(p0, p1, 1.5f, 1, intersection);
// check, if the intersection of mouse direction with any obstacle was occurred;
if (obstacle)
{
// show the coordinates of the intersection in console
Log::message("The intersection with the obstacle was here: (%f %f %f)\n", intersection->getPoint().x, intersection->getPoint().y, intersection->getPoint().z);
}
/* ... */
GameIntersection Class
Members
static GameIntersectionPtr create ( ) #
The GameIntersection 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.Last update:
27.10.2022
Помогите сделать статью лучше
Была ли эта статья полезной?
(или выберите слово/фразу и нажмите Ctrl+Enter