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).
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 executing sequence is the following:
- Define and initialize two points (p0 and p1) by using the Player::getDirectionFromScreen() function.
- Create an instance of the PhysicsIntersection class to get the intersection information.
- 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.
- In this example, when the object intersects with the traced line, all the 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.
// AppWorldLogic.cpp
#include <UnigineEditor.h>
#include <UniginePhysics.h>
#include <UnigineGame.h>
#include <UnigineApp.h>
#include <UnigineObjects.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 and add it to editor
ObjectMeshDynamicPtr dynamic_mesh = ObjectMeshDynamic::create(mesh);
dynamic_mesh->release();
Editor::get()->addNode(dynamic_mesh->getNode());
// assign a material to the dynamic mesh
dynamic_mesh->setWorldTransform(translate(Vec3(0.0f, 0.0f, 2.0f)));
dynamic_mesh->setMaterial("mesh_base", "*");
// assign a body and a shape to the dynamic mesh
BodyRigidPtr body = BodyRigid::create(dynamic_mesh->getObject());
ShapeBoxPtr shape = ShapeBox::create(body->getBody(), 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::get()->getPlayer();
if (player.get() == NULL)
return 0;
// get width and height of the current application window
int width = App::get()->getWidth();
int height = App::get()->getHeight();
// get the current X and Y coordinates of the mouse pointer
int mouse_x = App::get()->getMouseX();
int mouse_y = App::get()->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, 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::get()->getIntersection(p0, p1, 1, intersection);
// if the intersection has been occurred, change the parameter of the object's material
if (object)
{
for (int i = 0; i < object->getNumSurfaces(); i++)
{
object->setMaterialParameter("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, typeid(shape->getType()).name());
}
}
return 1;
}
PhysicsIntersection Class
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.Last update:
14.01.2020
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