Beispiel #1
0
        public static CollisionDetails CheckCollision(CheckCollisionSettings settings, Collider_Sphere colOne, Collider_Sphere colTwo)
        {
            Vector3 colOnePos = colOne.GetPosition();
            Vector3 colTwoPos = colTwo.GetPosition();

            float sqrDistance  = colOnePos.SqrDistanceTo(colTwoPos);
            float colOneRadius = colOne.ScaledRadius;
            float colTwoRadius = colTwo.ScaledRadius;

            float totalSqrRadius = (colOneRadius + colTwoRadius) * (colOneRadius + colTwoRadius);

            if (sqrDistance > totalSqrRadius)
            {
                return(null);
            }

            CollisionDetails details = new CollisionDetails(colOne, colTwo);

            return(details);
        }
Beispiel #2
0
        public static CollisionDetails CheckCollision(CheckCollisionSettings settings, Collider_Sphere colOne, Collider_Circle colTwo)
        {
            Vector3 colOnePos = colOne.GetPosition();
            Vector3 colTwoPos = colTwo.GetPosition();

            //	If it is supposed to be flattened,
            //	zero one of the axis based on the upAxis for 2D collision
            if (colTwo.flattenAxisIn3D)
            {
                colOnePos = new Vector3(
                    (settings.upAxis == VectorAxis.X) ? 0 : colOnePos.x,
                    (settings.upAxis == VectorAxis.Y) ? 0 : colOnePos.y,
                    (settings.upAxis == VectorAxis.Z) ? 0 : colOnePos.z);
            }

            //	Zero one of the axis based on the upAxis for 2D collision
            colTwoPos = new Vector3(
                (settings.upAxis == VectorAxis.X) ? 0 : colTwoPos.x,
                (settings.upAxis == VectorAxis.Y) ? 0 : colTwoPos.y,
                (settings.upAxis == VectorAxis.Z) ? 0 : colTwoPos.z);

            float sqrDistance  = colOnePos.SqrDistanceTo(colTwoPos);
            float colOneRadius = colOne.ScaledRadius;
            float colTwoRadius = colTwo.ScaledRadius;

            float totalSqrRadius = (colOneRadius + colTwoRadius) * (colOneRadius + colTwoRadius);

            if (sqrDistance > totalSqrRadius)
            {
                return(null);
            }

            CollisionDetails details = new CollisionDetails(colOne, colTwo);

            return(details);
        }