1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
|
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public partial class PhysicsManager : Singleton<PhysicsManager>
{
/// <summary>
/// circle x,y,radius
/// </summary>
/// <param name="pos1"></param>
/// <param name="r1"></param>
/// <param name="pos2"></param>
/// <param name="r2"></param>
/// <returns></returns>
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;
}
/// <summary>
/// intersectionÊÇr2¶ÔÓÚr1
/// </summary>
/// <param name="b1"></param>
/// <param name="b2"></param>
/// <param name="intersection"></param>
/// <returns></returns>
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;
}
/// <summary>
/// box x,y,w,h circle x,y,raduis
/// </summary>
/// <param name="box"></param>
/// <param name="circle"></param>
/// <returns></returns>
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;
}
}
|