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.WorldIntersection Class

This class stores the result of the world intersection (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 WorldIntersection 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 WorldIntersection class instance gets the coordinates of the intersection point and the index of the intersected triangle. You can get all these fields by using getIndex() and getPoint() functions
Source code (C#)
/* ... */
// initialize points of the mouse direction
Vec3 p0, p1;

// get the current player (camera)
Player player = Game.Player;
if (player == null)
	return;

// get size (width and height) of the current application window
EngineWindow main_window = WindowManager.MainWindow;
if (!main_window)
	Engine.Quit();

ivec2 main_size = main_window.Size;

// get the current X and Y coordinates of the mouse pointer
int mouse_x = Input.MousePosition.x - main_window.Position.x;
int mouse_y = Input.MousePosition.y - main_window.Position.y;

// 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 an instance of the WorldIntersection class to get the result
WorldIntersection intersection = new WorldIntersection();

// create an instance for intersected object and check the intersection
Unigine.Object obj = World.GetIntersection(p0,p1,1,intersection);

// if the intersection has been 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, 0.0f, 0.0f, 1.0f),i);
		
		// show intersection details in console
		Log.Message("point: ({0} {1} {2}) index: {3} \n", intersection.Point.x, intersection.Point.y, intersection.Point.z, intersection.Index);
	}
}
/* ... */

WorldIntersection Class

Перечисления (Enums)

TYPE#

ИмяОписание
WORLD_INTERSECTION = 0The intersection point (coordinates), the index of the intersected triangle of the object and the index of the intersected surface.
WORLD_INTERSECTION_NORMAL = 1The normal of the intersection point.
WORLD_INTERSECTION_TEX_COORD = 2The texture coordinates of the intersection point.
NUM_WORLD_INTERSECTIONS = 3Total number of world intersections.

Properties

int Surface#

The intersected surface number.

int Instance#

The number of the intersected instance.
Notice
Intersected instance number can be obtained for the following classes:

int Index#

The number of the intersected triangle.

vec3 Point#

The Coordinates of the intersection point.

string TypeName#

The World intersection type name.

WorldIntersection.TYPE Type#

Members


WorldIntersection ( ) #

The WorldIntersection constructor.
Last update: 13.12.2024
Build: ()