Unigine::WorldIntersectionNormal Class
Header: | #include <UnigineWorld.h> |
Inherits from: | WorldIntersection |
This class stores the normal of the intersection point. You should use this class when you need additional information about the normal at the intersection point (it also stores the coordinates of the intersection, the index of the intersected triangle, and the index of the intersected surface).
Usage Example#
The following example shows how you can get the intersection information by using the WorldIntersection class. In this example, the line is an invisible traced line from the point of the camera (vec3 p0) to the point of the mouse pointer (vec3 p1). The executing sequence is the following:
- Define and initialize two points (p0 and p1) by using the Player::getDirectionFromScreen() function.
- Create an instance of the WorldIntersectionNormal class to get the intersection information.
- Check, if there is a intersection with an object. The World::getIntersection() function returns an intersected object when the object intersects with the traced line.
- In this example, when the object intersects with the traced line, all the surfaces of the intersected object change their material parameters. The WorldIntersectionNorma class instance gets the normal of the intersection point. You can get the normal by using the getNormal() function.
/* ... */
// 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 the size (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, mouse_x, mouse_y, 0, 0, main_size.x, main_size.y);
// create an instance of the WorldIntersectionNormal class to get the result
WorldIntersectionNormalPtr intersection = WorldIntersectionNormal::create();
// create an instance for intersected object and check the intersection
ObjectPtr object = World::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, 0.0f, 0.0f, 1.0f), i);
// show intersection details in console
Log::message("Normal: type %s coordinates (%f %f %f)\n", typeid(intersection->getNormal()).name(),
intersection->getNormal().x,
intersection->getNormal().y,
intersection->getNormal().z);
}
}
/* ... */
WorldIntersectionNormal Class
Members
static WorldIntersectionNormalPtr create ( ) #
The WorldIntersectionNormal constructor.void setNormal ( const Math::vec3 & normal ) #
Sets the new normal of the intersection point.Arguments
- const Math::vec3 & normal - Normal of the intersection point.
Math::vec3 getNormal ( ) const#
Returns the normal of the intersection point.Return value
Normal of the intersection point.Last update:
16.08.2024
Помогите сделать статью лучше
Была ли эта статья полезной?
(или выберите слово/фразу и нажмите Ctrl+Enter