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
Примеры использования
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
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
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.

Unigine::PhysicsIntersection Class

Header: #include <UniginePhysics.h>

This class stores the result of the physics intersection (coordinates of the intersection, the shape of the object, the index of the surface). If you need information on the normal at the intersection point, use the PhysicsIntersectionNormal class.

Usage Example#

The following example shows how you can get the intersection information by using the PhysicsIntersection class. In this example, we specify a line from the point of the camera (vec3 p0) to the point of the mouse pointer (vec3 p1). The execution sequence is the following:

  1. Define and initialize two points (p0 and p1) by using the Player::getDirectionFromScreen() function.
  2. Create an instance of the PhysicsIntersection class to get the intersection information.
  3. Check if there is an intersection with an object with a shape or a collision object. The getIntersection() function returns an intersected object when the object intersects with the traced line.
  4. When the object intersects with the traced line, all 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 and the Shape class object. You can get all these fields by using getShape(), getPoint() functions.
Source code (C++)
#include "AppWorldLogic.h"
#include <UnigineObjects.h>
#include <UnigineEditor.h>
#include <UnigineGame.h>
#include <UniginePhysics.h>

using namespace Unigine;
using namespace Math;

int AppWorldLogic::init()
{
	// create a Mesh instance with a box surface
	MeshPtr mesh = Mesh::create();
	mesh->addBoxSurface("box", vec3(0.2f));

	// create a new dynamic mesh from the Mesh instance
	ObjectMeshDynamicPtr dynamic_mesh = ObjectMeshDynamic::create(mesh);

	dynamic_mesh->setWorldTransform(translate(Vec3(0.0f, 0.0f, 2.0f)));

	// assign a body and a shape to the dynamic mesh
	BodyRigidPtr body = BodyRigid::create(dynamic_mesh);
	ShapeBoxPtr shape = ShapeBox::create(body, vec3(0.2f)); 

	return 1;
}

////////////////////////////////////////////////////////////////////////////////
// start of the main loop
////////////////////////////////////////////////////////////////////////////////

int AppWorldLogic::update()
{
	// 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 main application window
	Math::ivec2 winsize = WindowManager::getMainWindow()->getClientSize();
	int width = winsize.x;
	int height = winsize.y;
	// get the current X and Y coordinates of the mouse pointer
	int mouse_x = Gui::getCurrent()->getMouseX();
	int mouse_y = Gui::getCurrent()->getMouseY();
	// get the mouse direction from the player's position (p0) to the mouse cursor pointer (p1)
	player->getDirectionFromScreen(p0, p1, mouse_x, mouse_y, 0, 0, width, height);

	// create the instance of the PhysicsIntersection object to save the information about the intersection
	PhysicsIntersectionPtr intersection = PhysicsIntersection::create();
	// get an intersection
	ObjectPtr object = Physics::getIntersection(p0, p1, 1, intersection);

	// if the intersection has occurred, change the parameter of the object's material    
	if (object)
	{
		for (int i = 0; i < object->getNumSurfaces(); i++)
		{
			object->setMaterialParameterFloat4("albedo_color", vec4(1.0f, 1.0f, 0.0f, 1.0f), i);
		}

		// if the intersected object has a shape, show the information about the intersection   
		ShapePtr shape = intersection->getShape();
		if (shape)
		{
			Log::message("physics intersection info: point: (%f %f %f) shape: %s\n", intersection->getPoint().x, intersection->getPoint().y, intersection->getPoint().z, shape->getTypeName());
		}
	}

	return 1;
}

PhysicsIntersection Class

Перечисления (Enums)

TYPE#

ИмяОписание
PHYSICS_INTERSECTION = 0PhysicsIntersection object, which stores basic information on the intersection point (coordinates of the intersection, the shape of the object, the index of the surface).
PHYSICS_INTERSECTION_NORMAL = 1PhysicsIntersectionNormal object, which stores the same information as the PhysicsIntersection object plus additional information on the normal at the intersection point.
NUM_PHYSICS_INTERSECTIONS = 2

Members


static PhysicsIntersectionPtr create ( ) #

The PhysicsIntersection 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.

void setShape ( const Ptr<Shape> & shape ) #

Sets the new intersection shape.

Arguments

  • const Ptr<Shape> & shape - Intersection shape.

Ptr<Shape> getShape ( ) #

Returns the intersection shape.

Return value

Intersection shape.

void setSurface ( int surface ) #

Sets the new intersection surface number.

Arguments

  • int surface - Intersection surface number.

int getSurface ( ) #

Returns the intersected surface number.

Return value

Intersected surface number.

PhysicsIntersection::TYPE getType ( ) #

Returns the type of physics intersection. The type defines information stored by the object (if the data on the normal at the intersection point is included or not).

Return value

Physics intersection type, one of the TYPE values.

const char * getTypeName ( ) #

Returns the name of the physics intersection type. The type defines information stored by the object (if the data on the normal at the intersection point is included or not).

Return value

Name of the physics intersection type. One of the following values:
  • PhysicsIntersection
  • PhysicsIntersectionNormal
Last update: 16.08.2024
Build: ()