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using mh;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 不经常改变位置和大小的collider认为是静态collider,不会每帧重建
/// </summary>
public partial class PhysicsManager : Singleton<PhysicsManager>
{
private PhysicsQuadtree m_StaticCollisionQuadtree;
public Vector4 staticCollisionQuadtreeRange
{
set
{
m_StaticCollisionQuadtree.quadtreeRange = value;
}
}
public void AddStaticCollider(IQuadTreeObject collider)
{
m_StaticCollisionQuadtree.AddObject(collider);
}
public void RemoveStaticCollider(IQuadTreeObject collider)
{
m_StaticCollisionQuadtree.RemoveObject(collider);
}
public bool RetriveStaticColliders(ref List<IQuadTreeObject> returnObjs, IQuadTreeObject obj)
{
return m_StaticCollisionQuadtree.Retrive(ref returnObjs, obj);
}
public bool RetriveStaticColliders(ref List<IQuadTreeObject> returnObjs, Vector4 bound)
{
return m_StaticCollisionQuadtree.Retrive(ref returnObjs, bound);
}
public bool RetriveStaticColliders(Vector4 bound)
{
m_SharedRetriveResults.Clear();
return m_StaticCollisionQuadtree.Retrive(ref m_SharedRetriveResults, bound);
}
}
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