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
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

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.
Source code (C++)
/* ... */
// 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
Build: ()