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Unigine::PhysicsIntersectionNormal Class

Header: #include <UniginePhysics.h>
Inherits: 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.
  • In this example, 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 getNormal() function.
Source code (C++)
// 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
	ObjectMeshDynamicPtr dynamic_mesh = ObjectMeshDynamic::create(mesh);

	// 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);
	ShapeBoxPtr shape = ShapeBox::create(body, 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::getPlayer();
	if (player.get() == NULL)
		return 0;
	// get width and height of the current application window
	int width = App::getWidth();
	int height = App::getHeight();
	// get the current X and Y coordinates of the mouse pointer
	int mouse_x = App::getMouseX();
	int mouse_y = App::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 PhysicsIntersectionNormal object to save the information about the intersection
	PhysicsIntersectionNormalPtr intersection = PhysicsIntersectionNormal::create();
	// get an intersection
	ObjectPtr object = Physics::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 normal  
		ShapePtr shape = intersection->getShape();
		if (shape)
		{
			Log::message("Normal: type %s coordinates (%f %f %f)\n", typeid(intersection->getNormal()).name(),
				intersection->getNormal().x,
				intersection->getNormal().y,
				intersection->getNormal().z);
		}
	}

	return 1;
}

PhysicsIntersectionNormal Class

Members


static PhysicsIntersectionNormalPtr create ( ) #

The PhysicsIntersectionNormal 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 ( ) #

Returns the normal of the intersection point.

Return value

Normal of the intersection point.
Last update: 2019-12-25
Build: ()