using System.Collections; using System.Collections.Generic; using UnityEngine; public partial class PhysicsManager : Singleton { /// /// circle x,y,radius /// /// /// /// /// /// public static bool CircleVsCircle(Vector2 pos1, float r1, Vector2 pos2, float r2) { return (pos1 - pos2).magnitude <= r1 + r2; } public static bool CircleVsCircle(Vector3 c1, Vector3 c2) { return (c1.xy() - c2.xy()).magnitude <= c1.z + c2.z; } /// /// intersectionÊÇr2¶ÔÓÚr1 /// /// /// /// /// public static bool BoxVsBox(Vector4 b1, Vector4 b2, out Vector2 intersection) { float b1w = b1.z / 2f, b1h = b1.w / 2f, b2w = b2.z / 2f, b2h = b2.w / 2f; float distX = b2.x - b1.x; float distY = b2.y - b1.y; if(Mathf.Abs(distX) < b1w + b2w && Mathf.Abs(distY) < b1h +b2h) { intersection = new Vector2(); intersection.x = Mathf.Sign(distX) * (b1w + b2w - Mathf.Abs(distX)); intersection.y = Mathf.Sign(distY) * (b1h + b2h - Mathf.Abs(distY)); return true; } intersection = Vector2.zero; return false; } public static bool BoxVsCircle(Vector4 box, Vector2 pos, float radius) { Vector4 boxScaled = box; boxScaled.z = box.z + radius * 2; boxScaled.w = box.w + radius * 2; if (!IsPointInsideBox(boxScaled, pos)) return false; Vector2 v = MathUtils.Abs(pos - box.xy()); Vector2 u = MathUtils.Max(v - box.zw(), 0); return Vector2.Dot(u, u) < radius * radius; } /// /// box x,y,w,h circle x,y,raduis /// /// /// /// public static bool BoxVsCircle(Vector4 box, Vector3 circle) { return BoxVsCircle(box, circle.xy(), circle.z); } public static bool IsPointInsideBox(Vector4 box, Vector2 point) { return point.x >= box.x - box.z / 2f && point.x <= box.x + box.z / 2f && point.y >= box.y - box.w / 2f && point.y <= box.y + box.w / 2f; } }