using System.Collections; using System.Collections.Generic; using UnityEngine; public enum CollisionType { BallvsBall = 1, BallvsBox, BoxvsBox } /// /// 碰撞的信息 /// public struct PhysicsCollisionInfo { public CollisionType type; public PhysicsPrimitive prim1; public PhysicsPrimitive prim2; public Vector3 contact; public Vector3 size; } public sealed class PhysicsHelper { public static bool BallContains(PhysicsBall ball, Vector3 point) { return false; } public static bool BallContains(PhysicsBall ball, Vector2 point) { return false; } public static bool BoxContains(PhysicsBox box, Vector3 point) { return false; } public static bool BoxContains(PhysicsBox box, Vector2 point) { return false; } public static bool BallvsBall2D(PhysicsBall ball1, PhysicsBall ball2, ref PhysicsCollisionInfo info) { return true; } public static bool BoxvsBox2D(PhysicsBox box1, PhysicsBox box2, ref PhysicsCollisionInfo info) { if(box1.Left < box2.Right && box1.Right > box2.Left && box1.Bottom < box2.Top && box1.Top > box2.Bottom) { info.type = CollisionType.BoxvsBox; info.prim1 = box1; info.prim2 = box2; float left = Mathf.Max(box1.Left, box2.Left); float right = Mathf.Min(box1.Right, box2.Right); float top = Mathf.Min(box1.Top, box2.Top); float bottom = Mathf.Max(box1.Bottom, box2.Bottom); info.contact = new Vector3((left + right )/2f, (top + bottom)/2f, 0 ); info.size = new Vector3(right - left, top - bottom, 1); return true; } return false; } public static bool BallvsBox2D(PhysicsBall ball, PhysicsBox box, ref PhysicsCollisionInfo info) { return true; } public static bool BallvsRay(PhysicsBall ball, Vector3 ray) { return false; } public static bool BoxvsRay(PhysicsBox box, Vector3 ray) { return false; } public static bool RayvsRay(Vector3 ray1, Vector3 ray2) { return false; } public static bool PrimvsPrim(PhysicsPrimitive prim1, PhysicsPrimitive prim2, ref PhysicsCollisionInfo info) { if(prim1.Type == PrimitiveType.Ball) { if (prim2.Type == PrimitiveType.Ball) return BallvsBall2D(prim1 as PhysicsBall, prim2 as PhysicsBall, ref info); else return BallvsBox2D(prim1 as PhysicsBall, prim2 as PhysicsBox, ref info); } else { if (prim2.Type == PrimitiveType.Ball) return BallvsBox2D(prim2 as PhysicsBall, prim1 as PhysicsBox, ref info); else return BoxvsBox2D(prim1 as PhysicsBox, prim2 as PhysicsBox, ref info); } } }