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
Физика
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
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

Unigine.PhysicsIntersectionNormal Class

Inherits from: PhysicsIntersection

This class stores all information on the point of physics intersection (coordinates of the intersection, the shape of the object, the index of the surface) plus the normal coordinates at this point.

Usage Example
#

The following example shows how you can get the normal of the intersection point by using the PhysicsIntersectionNormal 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 PhysicsIntersectionNormal class to get the normal of the intersection point.
  • Check if there is a intersection with an object.
  • When the object intersects with the traced line, all the surfaces of the intersected object change their material parameters. The PhysicsIntersectionNormal class instance gets the normal of the intersection point. You can get it by using Normal property.
Source code (C#)
using System;
using System.Collections;
using System.Collections.Generic;
using Unigine;

#if UNIGINE_DOUBLE
    using Vec3 = Unigine.dvec3;
    using Vec4 = Unigine.dvec4;
    using Mat4 = Unigine.dmat4;
#else
    using Vec3 = Unigine.vec3;
    using Vec4 = Unigine.vec4;
    using Mat4 = Unigine.mat4;
#endif

[Component(PropertyGuid = "AUTOGENERATED_GUID")] // <-- this line is generated automatically for a new component
public class PhysicsIntersectionNormalClass : Component
{
	private void Init()
	{
		// create a mesh instance with a box surface
		Mesh mesh = new Mesh();
		mesh.AddBoxSurface("box", new vec3(2.2f));
		
		// create a new dynamic mesh from the Mesh instance
		ObjectMeshDynamic dynamic_mesh = new ObjectMeshDynamic(mesh);

		dynamic_mesh.WorldTransform = MathLib.Translate(new Vec3(0.0f, 0.0f, 2.0f));

		// assign a body and a shape to the dynamic mesh
		BodyRigid body = new BodyRigid(dynamic_mesh);
		ShapeBox shape = new ShapeBox(body, new vec3(2.2f));
	}
	
	private void Update()
	{
		// initialize points of the mouse direction
		Vec3 p0, p1;

		// get the current player (camera)
		Player player = Game.Player;
			
		// get the size of the current application window
		EngineWindow main_window = WindowManager.MainWindow;
		if (!main_window)
		{
			Engine.Quit();
			return;
		}

		ivec2 main_size = main_window.Size;
		
		// get the current X and Y coordinates of the mouse pointer
		int mouse_x = Gui.GetCurrent().MouseX;
		int mouse_y = Gui.GetCurrent().MouseY;
		// get the mouse direction from the player's position (p0) to the mouse cursor pointer (p1)
		player.GetDirectionFromScreen(out p0, out p1, mouse_x, mouse_y, 0, 0, main_size.x, main_size.y);

		// create the instance of the PhysicsIntersectionNormal object to save the information about the intersection
		PhysicsIntersectionNormal intersection = new PhysicsIntersectionNormal();
		// get an intersection
		Unigine.Object obj = Physics.GetIntersection(p0, p1, 1, intersection);

		// if the intersection has occurred, change the parameter of the object's material    
		if (obj != null)
		{
			for (int i = 0; i < obj.NumSurfaces; i++)
			{
				obj.SetMaterialParameterFloat4("albedo_color", new vec4(1.0f, 1.0f, 0.0f, 1.0f), i);
			}

			// if the intersected object has a shape, show the information about the intersection   
			Shape shape = intersection.Shape;
			if (shape != null)
			{
				Log.Message("Normal coordinates: ({0} {1} {2})\n",
						intersection.Normal.x,
						intersection.Normal.y,
						intersection.Normal.z);
			}
		}
	}
}

PhysicsIntersectionNormal Class

Properties

vec3 Normal#

The normal of the intersection point.

Members


PhysicsIntersectionNormal ( ) #

The PhysicsIntersectionNormal constructor.
Last update: 19.04.2024
Build: ()