Unigine::WorldIntersection Class
Header: | #include <UnigineWorld.h> |
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
/* ... */
// initialize points of the mouse direction
Vec3 p0,p1;
// get the current player (camera)
PlayerPtr player = Game::get()->getPlayer();
if (player.get() == NULL)
return 0;
// get width and height of the current application window
int width = App::get()->getWidth();
int height = App::get()->getHeight();
// get the current X and Y coordinates of the mouse pointer
int mouse_x = App::get()->getMouseX();
int mouse_y = App::get()->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 an instance of the WorldIntersection class to get the result
WorldIntersectionPtr intersection = WorldIntersection::create();
// create an instance for intersected object and check the intersection
ObjectPtr object = World::get()->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, 0.0f, 0.0f, 1.0f),i);
// show intersection details in console
Log::message("point: (%f %f %f) index: %i \n", intersection->getPoint().x, intersection->getPoint().y, intersection->getPoint().z, intersection->getIndex());
}
}
/* ... */
WorldIntersection Class
Members
static WorldIntersectionPtr create()
The WorldIntersection constructor.void setIndex(int index)
Sets the new intersection triangle number.Arguments
- int index - Intersection triangle number.
int getIndex()
Returns the number of the intersected triangle.Return value
Intersected triangle number.void setPoint(const Math::Vec3 & point)
Sets new coordinates of the intersection point.Arguments
- const Math::Vec3 & point - Coordinates of the intersection point.
Math::Vec3 getPoint()
Returns coordinates of the intersection point.Return value
Coordinates of the intersection point.void setSurface(int surface)
Sets the new intersection surface number.Arguments
- int surface - Intersection surface number.
int getSurface()
Returns the intersected surface number.Return value
Intersected surface number.Last update: 2017-10-20
Help improve this article
Was this article helpful?
(or select a word/phrase and press Ctrl+Enter)