This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
基础
专业(SIM)
UnigineEditor
界面概述
资源工作流程
Version Control
设置和首选项
项目开发
调整节点参数
Setting Up Materials
设置属性
照明
Sandworm
使用编辑器工具执行特定任务
如何擴展編輯器功能
嵌入式节点类型
Nodes
Objects
Effects
Decals
光源
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
编程
基本原理
搭建开发环境
使用范例
C++
C#
UnigineScript
统一的Unigine着色器语言 UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
材质和着色器
Rebuilding the Engine Tools
GUI
双精度坐标
应用程序接口
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
创建内容
内容优化
材质
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Unigine::ShapeContact Class

Header: #include <UniginePhysics.h>

This class stores the result of a physical contact (coordinates of the point, contact duration, penetration depth, contact object, physical shapes participating in the contact, index of the contact surface). This class can be used for implementation of your own custom physics or a custom player.

ShapeContact Class

Members


static ShapeContactPtr create ( ) #

ShapeContact class constructor.

void setID ( int id ) #

Sets a new contact ID.

Arguments

  • int id - Contact ID.

int getID ( ) #

Returns the contact ID.

Return value

Contact ID.

void setSurface ( int surface ) #

Sets a new contact surface number.

Arguments

  • int surface - Contact surface number.

int getSurface ( ) #

Returns the contact surface number.

Return value

Contact surface number.

void setTime ( float time ) #

Sets the time when the contact occurs. In case of CCD (for spheres or capsules), it's the time starting from the current physics simulation tick to the moment when the calculated contact is bound to happen. In case of non-continuous collision detection, it is always 0.

Arguments

  • float time - Contact time, in milliseconds.

float getTime ( ) #

Returns the time when the contact occurs. In case of CCD (for spheres or capsules), it returns the time starting from the current physics simulation tick to the moment when the calculated contact is bound to happen. In case of non-continuous collision detection, 0 is always returned.

Return value

Contact time, in milliseconds.

void setDepth ( float depth ) #

Sets a new penetration depth of the contact. This distance is measured along the contact normal.

Arguments

  • float depth - Contact depth, in units.

float getDepth ( ) #

Returns the penetration depth of the contact. This distance is measured along the contact normal.

Return value

Contact depth, in units.

void setPoint ( const Math::Vec3 & point ) #

Sets new coordinates of the contact point.

Arguments

  • const Math::Vec3 & point - Coordinates of the contact point, in world coordinate system.

Math::Vec3 getPoint ( ) #

Returns the coordinates of the contact point.

Return value

Coordinates of the contact point, in world coordinate system.

void setNormal ( const Math::vec3 & normal ) #

Sets new normal coordinates at the contact point.

Arguments

  • const Math::vec3 & normal - Normal coordinates at the contact point.

Math::vec3 getNormal ( ) #

Returns the normal coordinates at the contact point.

Return value

Normal coordinates at the contact point.

void setShape0 ( const Ptr<Shape> & shape0 ) #

Sets the first shape participating in the contact.

Arguments

  • const Ptr<Shape> & shape0 - First shape participating in the contact.

Ptr<Shape> getShape0 ( ) #

Returns the first shape participating in the contact.

Return value

First shape participating in the contact.

void setShape1 ( const Ptr<Shape> & shape1 ) #

Sets the second shape participating in the contact.

Arguments

  • const Ptr<Shape> & shape1 - Second shape participating in the contact.

Ptr<Shape> getShape1 ( ) #

Returns the second shape participating in the contact.

Return value

Second shape participating in the contact.

void setObject ( const Ptr<Object> & val ) #

Sets the object participating in the contact.

Arguments

Ptr<Object> getObject ( ) #

Returns the object participating in the contact.

Return value

Contact object.
Last update: 2024-08-16
Build: ()