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path: root/marching/Assets/Scripts/Physics/PhysicsManager_Collide.cs
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using mh;
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting.Antlr3.Runtime.Tree;
using UnityEngine;

public partial class PhysicsManager : Singleton<PhysicsManager>
{
    private List<IQuadTreeObject> m_SharedCollideResults = new List<IQuadTreeObject>();

    public Vector4 GetCircleBound(Vector3 circle)
    {
        float size = circle.z * 2;
        return new Vector4(circle.x, circle.y, size, size);
    }

    public Vector4 GetBoxBound(Vector4 box)
    {
        return box;
    }

    public ref readonly List<IQuadTreeObject> CircleCast(ColliderType target, Vector3 circle)
    {
        m_SharedCollideResults.Clear();
        var retriver = GetRetriverByType(target);
        if(retriver != null)
        {
            if (retriver(GetCircleBound(circle)))
            {
                for(int i = 0; i < m_SharedRetriveResults.Count; ++i)
                {
                    var collider = m_SharedRetriveResults[i];
                    if(collider != null)
                    {
                        if(collider is FastCircleCollider)
                        {
                            if(CircleVsCircle((collider as FastCircleCollider).circle, circle))
                            {
                                m_SharedCollideResults.Add(collider);
                            }
                        }
                        else if(collider is FastBoxCollider)
                        {
                            if (BoxVsCircle((collider as FastBoxCollider).box, circle))
                            {
                                m_SharedCollideResults.Add(collider);
                            }
                        }
                    }
                }
            }
        }
        return ref m_SharedCollideResults;
    }

    public ref readonly List<IQuadTreeObject> BoxCast(ColliderType target, Vector4 box)
    {
        return ref m_SharedCollideResults;
    }

    public ref readonly List<IQuadTreeObject> LineCast(ColliderType target, Vector4 line)
    {
        return ref m_SharedCollideResults;
    }

    public ref readonly List<IQuadTreeObject> PointCast(ColliderType target, Vector2 point)
    {
        return ref m_SharedCollideResults;
    }

}