This page has been translated automatically.
Видеоуроки
Интерфейс
Основы
Продвинутый уровень
Подсказки и советы
Основы
Программирование на C#
Рендеринг
Профессиональный уровень (SIM)
Принципы работы
Свойства (properties)
Компонентная Система
Рендер
Режимы вывода изображения
Физика
Браузер SDK 2
Лицензирование и типы лицензий
Дополнения (Add-Ons)
Демонстрационные проекты
API Samples
Редактор UnigineEditor
Обзор интерфейса
Работа с ассетами
Контроль версий
Настройки и предпочтения
Работа с проектами
Настройка параметров ноды
Setting Up Materials
Настройка свойств
Освещение
Sandworm
Использование инструментов редактора для конкретных задач
Расширение функционала редактора
Встроенные объекты
Ноды (Nodes)
Объекты (Objects)
Эффекты
Декали
Источники света
Geodetics
World-ноды
Звуковые объекты
Объекты поиска пути
Player-ноды
Программирование
Основы
Настройка среды разработки
C++
C#
UnigineScript
Унифицированный язык шейдеров UUSL (Unified UNIGINE Shader Language)
Плагины
Форматы файлов
Материалы и шейдеры
Rebuilding the Engine Tools
Интерфейс пользователя (GUI)
Двойная точность координат
API
Animations-Related Classes
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
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Работа с контентом
Оптимизация контента
Материалы
Визуальный редактор материалов
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Учебные материалы

Enabling Selective Surface-Based Collision

Surface-based collision example

Surface-based collision using collision masks

This example shows how to enable collision detection for a surface using bitmasks. Two boxes (orange and yellow), each with a body and a box shape assigned, and a blue plane are created. We want the yellow box to collide with the surface of the blue plane and the orange box to pass through. So we set the following collision masks for the shapes of the boxes and for the surface of the plane.

Element Mask
Yellow box: shape 0010
Orange box: shape 0001
Plane: surface 0010
Notice
Surface-to-surface collisions cannot be enabled using collision masks.

In the AppWorldLogic.h file, define smart pointers for the objects of our scene.

Source code (C++)
// AppWorldLogic.h

#include <UnigineObjects.h>
/* .. */

class AppWorldLogic : public Unigine::WorldLogic {
	
public:
	/* .. */

private:
	Unigine::ObjectMeshStaticPtr box1;
	Unigine::ObjectMeshStaticPtr box2;
	Unigine::ObjectMeshStaticPtr plane;
	Unigine::PlayerSpectatorPtr player;
};

Insert the following code into the AppWorldLogic.cpp file.

Notice
Unchanged methods of the AppWorldLogic class are not listed here, so leave them as they are.
Source code (C++)
#include "AppWorldLogic.h"
#include "UnigineGame.h"
#include "UnigineObjects.h"

/* .. */

using namespace Unigine;
using namespace Math;

/// function, creating a named box of a specified size and color at pos
ObjectMeshStaticPtr create_box(const char *name, const vec4& color, const vec3& size, const vec3& pos)
{
	// creating an auxiliary mesh with a box surface
	MeshPtr meshbox = Mesh::create();
	meshbox->addBoxSurface("box_surface", size);

	// creating a static mesh object using an auxiliary mesh and setting parameters
	ObjectMeshStaticPtr OM = ObjectMeshStatic::create(meshbox);

	OM->setWorldTransform(Mat4(translate(pos)));
	OM->setMaterialParameterFloat4("albedo_color", color, 0);
	OM->setCollision(1, 0);
	OM->setName(name);

	// assigning a rigid body with our object
	BodyRigid::create(OM);
	
	// creating a box shape and assigning it to the rigid body of our object
	OM->getBody()->addShape(ShapeBox::create(size), translate(0.0f, 0.0f, 0.0f));
	
	// clearing the auxiliary mesh
	meshbox->clear();

	return OM;
}

/// function, creating a named plane having a specified width and height at pos
ObjectMeshStaticPtr create_plane(const char *name, float width, float height, const vec3& pos)
{
	// creating an auxiliary mesh with a plane surface
	MeshPtr meshplane = Mesh::create();

	meshplane->addPlaneSurface("plane_surface", width, height, 1.0f);

	// creating a static mesh object using an auxiliary mesh and setting parameters
	ObjectMeshStaticPtr OM = ObjectMeshStatic::create(meshplane);
	
	OM->setWorldTransform(Mat4(translate(pos)));
	OM->setMaterialParameterFloat4("albedo_color", vec4(0.0f, 0.0f, 1.0f, 1.0f), 0);
	OM->setCollision(1, 0);
	OM->setName(name);

	// clearing the auxiliary mesh
	meshplane->clear();

	return OM;
}


int AppWorldLogic::init()
{
	// setting up a player
	player = PlayerSpectator::create();
	player->setPosition(Vec3(0.0f, -6.0f, 12.5f));
	player->setDirection(vec3(0.0f, 1.0f, -0.4f), vec3(0.0f, 0.0f, -1.0f));

	Game::setPlayer(player);

	// creating a scene: two boxes and a plane
	box1 = create_box("box1", vec4(1.0f, 1.0f, 0.0f, 1.0f), vec3(0.5f), vec3(1.5f, 0.0f, 12.0f));
	box2 = create_box("box2", vec4(1.0f, 0.5f, 0.1f, 1.0f), vec3(0.5f), vec3(-1.5f, 0.0f, 12.0f));
	plane = create_plane("plane", 10.0f, 6.0f, vec3(0.0f, 1.0f, 10.5f));

	// setting shape collision mask for the first box  [00000000000000000000000000000010]
	box1->getBody()->getShape(0)->setCollisionMask(2);

	// setting shape collision mask for the second box  [00000000000000000000000000000001]
	box2->getBody()->getShape(0)->setCollisionMask(1);

	// setting collision mask for the plane surface  [00000000000000000000000000000010]
	plane->setCollisionMask(2, 0);

	return 1;
}


/* .. */
Last update: 13.12.2024
Build: ()