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path: root/Assets/Scripts/Physics/PhysicsHelper.cs
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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);
		}
	}

}