This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
VR Development
Double Precision Coordinates
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
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Contact Class

Warning
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.

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.

Contact Class

Members


static Contact ( ) #

Contact 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 ( Vec3 point ) #

Sets new coordinates of the contact point.

Arguments

  • Vec3 point - Coordinates of the contact point, in world coordinate system.

Vec3 getPoint ( ) #

Returns the coordinates of the contact point.

Return value

Coordinates of the contact point, in world coordinate system.

void setNormal ( vec3 normal ) #

Sets new normal coordinates at the contact point.

Arguments

  • vec3 normal - Normal coordinates at the contact point.

vec3 getNormal ( ) #

Returns the normal coordinates at the contact point.

Return value

Normal coordinates at the contact point.

void setShape0 ( Shape shape0 ) #

Sets the first shape participating in the contact.

Arguments

  • Shape shape0 - First shape participating in the contact.

Shape getShape0 ( ) #

Returns the first shape participating in the contact.

Return value

First shape participating in the contact.

void setShape1 ( Shape shape1 ) #

Sets the second shape participating in the contact.

Arguments

  • Shape shape1 - Second shape participating in the contact.

Shape getShape1 ( ) #

Returns the second shape participating in the contact.

Return value

Second shape participating in the contact.

void setObject ( Object val ) #

Sets the object participating in the contact.

Arguments

Object getObject ( ) #

Returns the object participating in the contact.

Return value

Contact object.
Last update: 2023-12-19
Build: ()