9. Managing Intersections
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Intersections are widely used in 3D applications. In UNIGINE there are three main types of intersections:
- World intersection - an intersection with objects and nodes.
- Physics intersection - an intersection with shapes and collision objects.
- Game intersection - an intersection with pathfinding nodes like obstacles.
But there are some conditions to detect intersections with the surface:
- The surface is enabled.
- The surface has a material assigned.
- Per-surface Intersection flag is enabled.
You can set this flag to the object's surface by using the Object.setIntersection() function.
- to find all nodes intersected by a bounding box
- to find all nodes intersected by a bounding sphere
- to find all nodes intersected by a bounding frustum
- to find the first object intersected by a ray
// AppWorldLogic.cpp
// injecting Unigine namespace to the global namespace
using namespace Unigine;
/* ... */
int listNodes(Vector<Ptr<Node>> &nodes, const char *intersection_with)
{
Log::message("Total number of nodes intersecting a %s is: %i \n", intersection_with, nodes.size());
for (int i = 0; i < nodes.size(); i++)
{
Log::message("Intersected node: %s \n", nodes.get(i)->getName());
}
// clearing the list of nodes
nodes.clear();
return 1;
}
int AppWorldLogic::update()
{
// getting a player pointer
PlayerPtr player = Game::getPlayer();
// creating a vector to store intersected nodes
Vector<Ptr<Node>> nodes;
//-------------------------- FINDING INTERSECTIONS WITH A BOUNDING BOX -------------------------
// initializing a bounding box with a size of 3 units, located at the World's origin
WorldBoundBox boundBox(Math::Vec3(0.0f), Math::Vec3(3.0f));
// finding nodes intersecting a bounding box and listing them if any
if (World::getIntersection(boundBox, nodes))
listNodes(nodes, "bounding box");
//------------------------- FINDING INTERSECTIONS WITH A BOUNDING SPHERE ------------------------
// initializing a bounding sphere with a radius of 3 units, located at the World's origin
WorldBoundSphere boundSphere(Math::Vec3(0.0f), 3.0f);
// finding nodes intersecting a bounding sphere and listing them if any
if (World::getIntersection(boundSphere, nodes))
listNodes(nodes, "bounding sphere");
//------------------------- FINDING INTERSECTIONS WITH A BOUNDING FRUSTUM -----------------------
// initializing a bounding frustum with a frustum of the player's camera
WorldBoundFrustum boundFrustum(player->getCamera()->getProjection(), player->getCamera()->getModelview());
// finding ObjectMeshStaticNodes intersecting a bounding frustum and listing them if any
if (World::getIntersection(boundFrustum, Node::OBJECT_MESH_STATIC, nodes))
listNodes(nodes, "bounding frustum");
//---------------- FINDING THE FIRST OBJECT INTERSECTED BY A RAY CAST FROM P0 to P1 --------------
// initializing points of the ray from player's position in the direction pointed by the mouse cursor
Math::ivec2 mouse = Input::getMouseCoord();
Math::Vec3 p0 = player->getWorldPosition();
Math::Vec3 p1 = p0 + Math::Vec3(player->getDirectionFromScreen(mouse.x, mouse.y)) * 100;
//creating a WorldIntersection object to store the information about the intersection
WorldIntersectionPtr intersection = WorldIntersection::create();
// casting a ray from p0 to p1 to find the first intersected object
ObjectPtr obj = World::getIntersection(p0, p1, 1, intersection);
// print the name of the first intersected object and coordinates of intersection point if any
if (obj)
{
Math::Vec3 p = intersection->getPoint();
Log::message("The first object intersected by the ray at point (%f, %f, %f) is: %s \n ", p.x, p.y, p.z, obj->getName());
}
return 1;
}
/* ... */
Additional information:
- For more information on intersections, see the Intersections article.
- For more information on managing World intersections via API, see the World class article.
- For more information on managing Game intersections via API, see the Game class article.
- For more information on managing Physics intersections via API, see the Physics class article.
Project Progress#
In our project we are going to use world intersections to find an object under the mouse cursor. Actually, the task is to find the first object intersected by the line traced from the center of the player's screen in the direction pointed by the mouse cursor. Let us write an auxiliary function called getObjectUnderMouseCursor. In order to enable intersection detection for our objects we're also going to add a couple of lines to the addMeshToScene() method right after setting up object's material.
In the AppWorldLogic.cpp file let us implement our getObjectUnderMouseCursor function.
// AppWorldLogic.cpp
/* .. */
int AppWorldLogic::addMeshToScene(const char *file_name, const char *mesh_name, const char *material_name, Math::Vec3 position)
{
/* .. */
/* setting up object's material */
// enabling intersection detection for the first surface (0)
omd->setIntersection(1, 0);
/* .. */
}
/* .. */
/// function getting an object under the mouse cursor
ObjectPtr getObjectUnderMouseCursor(const PlayerPtr &player, int mouse_x, int mouse_y, float max_dist)
{
// setting start point (p0) at the center of player's screen
Math::Vec3 p0 = player->getWorldPosition();
// setting end point (p1) according to the position of the mouse cursor
Math::Vec3 p1 = p0 + Math::Vec3(player->getDirectionFromScreen(mouse_x, mouse_y)) * max_dist;
WorldIntersectionPtr intersection = WorldIntersection::create();
// returning the pointer to the first intersected object if any or NULL
return World::getIntersection(p0, p1, 1, intersection);
}
/* .. */
Source Files
You can copy the code below and paste it to the corresponding source files of your project:
AppWorldLogic.h
#ifndef __APP_WORLD_LOGIC_H__
#define __APP_WORLD_LOGIC_H__
#include <UnigineLogic.h>
#include <UnigineStreams.h>
#include <UnigineObjects.h>
#include <UnigineEditor.h>
#include <UnigineGame.h>
#include <UnigineLights.h>
#include <UnigineMaterials.h>
#include <UnigineWorld.h>
using namespace Unigine;
// auxiliary constants
const float DELTA_ANGLE = 60.0f; // delta angle of objects rotation
const float MOVING_SPEED = 3.0f; // speed of objects movement
const float CHANGE_INTERVAL = 1.0f; // the interval between changes of objects' parameters, in seconds
const float SUN_ROTATION_RATE = 10.0f; // rotation rate of the sun
class AppWorldLogic : public WorldLogic {
public:
AppWorldLogic();
virtual ~AppWorldLogic();
virtual int init();
virtual int update();
virtual int postUpdate();
virtual int updatePhysics();
virtual int shutdown();
virtual int save(const StreamPtr &stream);
virtual int restore(const StreamPtr &stream);
private:
PlayerSpectatorPtr player;
// pointers to light sources
LightWorldPtr thesun;
LightOmniPtr light_omni;
LightProjPtr projector;
// auxiliary functions
int addMeshToScene(const char *file_name, const char *mesh_name, const char *material_name, Math::Vec3 position);
int removeMeshFromScene(const char *node_name);
int transformNode(NodePtr node);
// initialization functions
int initObjects();
int initPlayer();
int initLights();
int initMaterials();
// update functions
int updateLights();
int updateObjects();
// shutdown functions
int clearMaterials();
int removeObjects();
// scene objects vector
Vector <ObjectMeshDynamicPtr> Objects;
Math::vec3 current_objects_scale = Math::vec3(1.0f); // current scaling vector for objects
Math::Vec3 forward_direction = Math::Vec3(0.0f, -1.0f, 0.0f); // current forward direction vector for objects
float elapsed_time = CHANGE_INTERVAL; // current time left to change current scale and forward direction of our objects
float sun_angle = 0.0f; // current sun position
};
#endif // __APP_WORLD_LOGIC_H__
AppWorldLogic.cpp
#include "AppWorldLogic.h"
// World logic, it takes effect only when the world is loaded.
// These methods are called right after corresponding world script's (UnigineScript) methods.
//-----------------------------------------------------------------------------------------------------------------------------
//---------------------------------------------- AUXILIARY FUNCTIONS AND METHODS ----------------------------------------------
//-----------------------------------------------------------------------------------------------------------------------------
/// method adding a Dynamic Mesh Object to the scene. If an empty filename is passed the method creates a default box; otherwise, loads a mesh-file with a given name.
int AppWorldLogic::addMeshToScene(const char *file_name, const char *mesh_name, const char *material_name, Math::Vec3 position)
{
MeshPtr mesh = Mesh::create();
ObjectMeshDynamicPtr omd;
if (file_name){ // loading a mesh from a specified file
if (!mesh->load(file_name))
{
Log::error("\nError opening .mesh file!\n");
mesh.clear();
return 0;
}
else omd = ObjectMeshDynamic::create(mesh);
}
else // creating a default box
{
mesh->addBoxSurface("box_surface", Math::vec3(0.5f));
omd = ObjectMeshDynamic::create(mesh);
}
// setting node material, name and position
omd->setMaterial(material_name, "*");
omd->setName(mesh_name);
omd->setWorldPosition(position);
// enabling intersection detection for the first surface (0)
omd->setIntersection(1, 0);
// updating the list of scene objects
Objects.append(omd);
// reporting progress to the console
Log::message("-> Object %s added to the scene.\n", mesh_name);
// clearing the mesh
mesh.clear();
return 1;
}
//-----------------------------------------------------------------------------------------------------------------------------
/// method deleting a Dynamic Mesh Object with a given name from the scene
int AppWorldLogic::removeMeshFromScene(const char *node_name)
{
// getting a pointer to the node with a given name and downcasting it to ObjectMeshDynamicPtr
ObjectMeshDynamicPtr object = checked_ptr_cast<ObjectMeshDynamic>(World::getNodeByName(node_name));
if (object)
{
// reporting node deletion to the console
Log::message("Removing %s node named %s from the scene.\n", object->getTypeName(), node_name);
// removing the node with a given name from the list of scene objects
for (int i = 0; i < Objects.size(); i++)
{
if (strcmp(Objects[i]->getName(), node_name) == 0) {
Objects.remove(i);
break;
}
}
// removing the node from the scene
object->deleteLater();
return 1;
}
return 0;
}
//-----------------------------------------------------------------------------------------------------------------------------
/// method performing node transformations
int AppWorldLogic::transformNode(NodePtr node)
{
// getting current node transformation matrix
Math::Mat4 transform = node->getTransform();
// calculating delta rotation around an arbitrary axis
Math::quat delta_rotation = Math::quat(rand() % 2, rand() % 2, rand() % 2, DELTA_ANGLE * Game::getIFps());
// setting node's scale, rotation and position
node->setWorldScale(current_objects_scale);
node->setWorldRotation(node->getWorldRotation() * delta_rotation);
node->setWorldPosition(node->getWorldPosition() + forward_direction * MOVING_SPEED * Game::getIFps());
return 1;
}
//-----------------------------------------------------------------------------------------------------------------------------
/// function getting an object under the mouse cursor
ObjectPtr getObjectUnderMouseCursor(const PlayerPtr &player, int mouse_x, int mouse_y, float max_dist)
{
// setting start point (p0) at the center of player's screen
Math::Vec3 p0 = player->getWorldPosition();
// setting end point (p1) according to the position of the mouse cursor
Math::Vec3 p1 = p0 + Math::Vec3(player->getDirectionFromScreen(mouse_x, mouse_y)) * max_dist;
WorldIntersectionPtr intersection = WorldIntersection::create();
// returning the pointer to the first intersected object if any or NULL
return World::getIntersection(p0, p1, 1, intersection);
}
//-----------------------------------------------------------------------------------------------------------------------------
//---------------------------------------------- INITIALIZATION METHODS -------------------------------------------------------
//-----------------------------------------------------------------------------------------------------------------------------
/// method performing initialization of the set of 4 boxes
int AppWorldLogic::initObjects()
{
int index = 0;
for (int x = 0; x < 2; x++)
{
for (int y = 0; y < 2; y++)
{
addMeshToScene(NULL, String::format("my_meshdynamic_%d", index), String::format("my_mesh_base%d", index), Math::Vec3(x, y, 1.0f));
index++;
}
}
// reporting progress to the console
Log::warning("Objects generation OK!\n\n");
return 1;
}
//-----------------------------------------------------------------------------------------------------------------------------
/// method performing initialization of the player
int AppWorldLogic::initPlayer()
{
// creating a new PlayerSpectator instance
player = PlayerSpectator::create();
// setting player's FOV, ZNear, ZFar
player->setFov(90.0f);
player->setZNear(0.1f);
player->setZFar(10000.0f);
// setting player's view direction vector and position
player->setPosition(Math::Vec3(3.0f));
player->setDirection(Math::vec3(-1.0f), Math::vec3(0.0f, 0.0f, -1.0f));
// setting the player as a default one via the Game singleton instance
Game::setPlayer(player);
//reporting progress to the console
Log::warning("\nPlayer initialization OK!\n\n");
return 1;
}
//-----------------------------------------------------------------------------------------------------------------------------
/// method performing initialization of lights
int AppWorldLogic::initLights()
{
// creating an omni light and setting up its parameters
light_omni = LightOmni::create(Math::vec4(1.0f, 1.0f, 1.0f, 1.0f), 10.0f, "");
light_omni->setWorldPosition(Math::Vec3(0.0f, 0.0f, 5.0f));
light_omni->setIntensity(0.1f);
// reporting progress to the console
Log::message("-> Created a %s light source.\n", light_omni->getName());
// creating a world light and setting up its parameters
thesun = LightWorld::create(Math::vec4(1.0f, 1.0f, 1.0f, 1.0f));
thesun->setName("Sun");
thesun->setDisableAngle(90.0f);
thesun->setIntensity(1.0f);
thesun->setScattering(LightWorld::SCATTERING_SUN);
thesun->setWorldRotation(Math::quat(86.0f, 30.0f, 300.0f));
// reporting progress to the console
Log::message("-> Created a %s light source.\n", thesun->getName());
// creating a proj light and setting up its parameters
projector = LightProj::create(Math::vec4(1.0f, 1.0f, 0.5f, 1.0f), 10.0f, 60.0f, "");
projector->setWorldPosition(Math::Vec3(2.5f, 2.5f, 3.0f));
projector->setName("projector");
projector->setRotation(Math::quat(-45.0f, 45.0f, 0.0f));
projector->setPenumbra(0.425f);
projector->setIntensity(1.0f);
// reporting progress to the console
Log::message("-> Created a %s light source.\n", projector->getName());
Log::warning("Lights initialization OK!\n");
return 1;
}
//-----------------------------------------------------------------------------------------------------------------------------
/// method performing initialization of materials
int AppWorldLogic::initMaterials()
{
// creating a new child material of the mesh_base and setting its color
MaterialPtr mesh_base = Materials::findMaterial("mesh_base");
MaterialPtr my_mesh_base = mesh_base->inherit("my_mesh_base0");
my_mesh_base->setParameterFloat4("albedo_color", Math::vec4(255, 0, 0, 255));
// reporting progress to the console
Log::message("\n-> Generated %s material.\n", my_mesh_base->getName());
// creating a new child material of the mesh_base and setting its color
my_mesh_base = mesh_base->inherit("my_mesh_base1");
my_mesh_base->setParameterFloat4("albedo_color", Math::vec4(0, 255, 0, 255));
// reporting progress to the console
Log::message("-> Generated %s material.\n", my_mesh_base->getName());
//creating a new child material of the mesh_base and setting its color
my_mesh_base = mesh_base->inherit("my_mesh_base2");
my_mesh_base->setParameterFloat4("albedo_color", Math::vec4(0, 0, 255, 255));
// reporting progress to the console
Log::message("-> Generated %s material.\n", my_mesh_base->getName());
//creating a new child material of the mesh_base and setting its color
my_mesh_base = mesh_base->inherit("my_mesh_base3");
my_mesh_base->setParameterFloat4("albedo_color", Math::vec4(255, 255, 0, 255));
// reporting progress to the console
Log::message("-> Generated %s material.\n", my_mesh_base->getName());
Log::warning("Material generation OK!\n\n");
// clearing material pointer
my_mesh_base.clear();
return 1;
}
//-----------------------------------------------------------------------------------------------------------------------------
//---------------------------------------------------- UPDATE METHODS ---------------------------------------------------------
//-----------------------------------------------------------------------------------------------------------------------------
/// method updating the position of the sun
int AppWorldLogic::updateLights()
{
// updating the Sun rotation angle
sun_angle += SUN_ROTATION_RATE * Game::getIFps();
if (sun_angle > 360.0f) sun_angle = 0.0f;
// changing the Sun position using the new angle
checked_ptr_cast<LightWorld>(World::getNodeByName("Sun"))->setWorldRotation(Math::quat(Math::vec3(0.5f, 0.0f, 0.5f), 180.0f - sun_angle));
return 1;
}
//-----------------------------------------------------------------------------------------------------------------------------
/// method updating the initial set of scene objects
int AppWorldLogic::updateObjects()
{
ObjectMeshDynamicPtr object;
// changing transformation for all scene objects named "my_meshdynamic_*" (initial set)
for (auto it = Objects.begin(); it != Objects.end(); it++)
{
object = it.get();
if (strstr(object->getName(), "my_meshdynamic_"))
{
// transform the node
transformNode(object);
}
}
return 1;
}
//-----------------------------------------------------------------------------------------------------------------------------
//---------------------------------------------------- SHUTDOWN METHODS -------------------------------------------------------
//-----------------------------------------------------------------------------------------------------------------------------
/// method removing all created materials
int AppWorldLogic::clearMaterials()
{
Materials::removeMaterial(Materials::findMaterial("my_mesh_base0")->getGUID());
Materials::removeMaterial(Materials::findMaterial("my_mesh_base1")->getGUID());
Materials::removeMaterial(Materials::findMaterial("my_mesh_base2")->getGUID());
Materials::removeMaterial(Materials::findMaterial("my_mesh_base3")->getGUID());
return 1;
}
//-----------------------------------------------------------------------------------------------------------------------------
/// method removing all created objects
int AppWorldLogic::removeObjects()
{
while (Objects.size() > 0)
{
removeMeshFromScene(Objects.begin()->get()->getName());
}
return 1;
}
//-----------------------------------------------------------------------------------------------------------------------------
AppWorldLogic::AppWorldLogic() {
}
AppWorldLogic::~AppWorldLogic() {
}
int AppWorldLogic::init() {
// Write here code to be called on world initialization: initialize resources for your world scene during the world start.
// initializing pseudo-random number generator
Game::setSeed(time(NULL));
// creating materials
initMaterials();
// creating objects
initObjects();
// creating a player
initPlayer();
// creating lights
initLights();
return 1;
}
// start of the main loop
int AppWorldLogic::update() {
// Write here code to be called before updating each render frame: specify all graphics-related functions you want to be called every frame while your application executes.
// checking if it's time to change current scale and forward vector direction of our objects
if (elapsed_time < 0.0f)
{
// change current scaling vector for objects
current_objects_scale = Math::vec3(Game::getRandomFloat(0.8f, 1.2f));
// change forward direction for objects
forward_direction = forward_direction * Math::rotateZ(60.0f);
// resetting elapsed time counter
elapsed_time = CHANGE_INTERVAL;
}
// decreasing the time counter to the next change of current scale and forward vector direction
elapsed_time -= Game::getIFps();
// updating objects
updateObjects();
// updating lights
updateLights();
return 1;
}
int AppWorldLogic::postUpdate() {
// The engine calls this function before rendering each render frame: correct behavior after the state of the node has been updated.
return 1;
}
int AppWorldLogic::updatePhysics() {
// Write here code to be called before updating each physics frame: control physics in your application and put non-rendering calculations.
// The engine calls updatePhysics() with the fixed rate (60 times per second by default) regardless of the FPS value.
// WARNING: do not create, delete or change transformations of nodes here, because rendering is already in progress.
return 1;
}
// end of the main loop
int AppWorldLogic::shutdown() {
// Write here code to be called on world shutdown: delete resources that were created during world script execution to avoid memory leaks.
// deleting all created nodes
removeObjects();
// clearing the player pointer
player->deleteLater();
// clearing light sources
thesun->deleteLater();
light_omni->deleteLater();
projector->deleteLater();
// clearing all created materials
clearMaterials();
return 1;
}
int AppWorldLogic::save(const StreamPtr &stream) {
// Write here code to be called when the world is saving its state (i.e. state_save is called): save custom user data to a file.
UNIGINE_UNUSED(stream);
return 1;
}
int AppWorldLogic::restore(const StreamPtr &stream) {
// Write here code to be called when the world is restoring its state (i.e. state_restore is called): restore custom user data to a file here.
UNIGINE_UNUSED(stream);
return 1;
}