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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
enum CollisionType
{
BallvsBall = 1,
BallvsBox,
BoxvsBox
}
/// <summary>
/// 碰撞的信息
/// </summary>
public class PhysicsCollisionInfo
{
CollisionType type;
PhysicsPrimitive prim1;
PhysicsPrimitive prim2;
Vector3 contacts;
}
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, out PhysicsCollisionInfo info)
{
info = null;
return true;
}
public static bool BoxvsBox2D(PhysicsBox box1, PhysicsBox box2, out PhysicsCollisionInfo info)
{
info = null;
return true;
}
public static bool BallvsBox2D(PhysicsBall ball, PhysicsBox box, out PhysicsCollisionInfo info)
{
info = null;
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, out PhysicsCollisionInfo info)
{
if(prim1.Type == PrimitiveType.Ball)
{
if (prim2.Type == PrimitiveType.Ball)
return BallvsBall2D(prim1 as PhysicsBall, prim2 as PhysicsBall, out info);
else
return BallvsBox2D(prim1 as PhysicsBall, prim2 as PhysicsBox, out info);
}
else
{
if (prim2.Type == PrimitiveType.Ball)
return BallvsBox2D(prim2 as PhysicsBall, prim1 as PhysicsBox, out info);
else
return BoxvsBox2D(prim1 as PhysicsBox, prim2 as PhysicsBox, out info);
}
}
}
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