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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum CollisionType
{
BallvsBall = 1,
BallvsBox,
BoxvsBox
}
/// <summary>
/// 碰撞的信息
/// </summary>
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);
}
}
}
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