Example #1
0
        /// <summary>
        /// checks to see if the Fixture with motion applied (delta movement vector) collides with any collider. If it does, true will be
        /// returned and result will be populated with collision data. motion will be set to the maximum distance the Body can travel
        /// before colliding.
        /// </summary>
        /// <returns><c>true</c>, if with any was collidesed, <c>false</c> otherwise.</returns>
        /// <param name="self">Fixture a.</param>
        /// <param name="motion">the delta movement in Nez pixel coordinates</param>
        /// <param name="result">Result.</param>
        public static bool CollidesWithAnyFixtures(this Fixture self, ref Vector2 motion, out FSCollisionResult result)
        {
            result  = new FSCollisionResult();
            motion *= FSConvert.DisplayToSim;
            AABB        aabb;
            FSTransform xf;
            var         didCollide = false;

            self.Body.GetTransform(out xf);
            xf.P += motion;
            self.Shape.ComputeAABB(out aabb, ref xf, 0);

            var neighbors = ListPool <Fixture> .Obtain();

            self.Body.World.QueryAABB(ref aabb, neighbors);
            if (neighbors.Count > 1)
            {
                // handle collisions with all but ourself
                for (var i = 0; i < neighbors.Count; i++)
                {
                    if (neighbors[i].FixtureId == self.FixtureId)
                    {
                        continue;
                    }

                    if (FSCollisions.CollideFixtures(self, ref motion, neighbors[i], out result))
                    {
                        // if we have a collision, adjust the transform to account for it
                        xf.P += result.MinimumTranslationVector;
                    }
                }
            }

            ListPool <Fixture> .Free(neighbors);

            motion *= FSConvert.SimToDisplay;

            return(didCollide);
        }
Example #2
0
 /// <summary>
 /// checks for collisions between two Fixtures. Note that the first Fixture must have a Circle/PolygonShape and one of the Fixtures must be
 /// static for a collision to occur.
 /// </summary>
 /// <returns><c>true</c>, if fixtures was collided, <c>false</c> otherwise.</returns>
 /// <param name="self">Self.</param>
 /// <param name="fixtureB">Fixture b.</param>
 /// <param name="result">Result.</param>
 public static bool CollideFixtures(this Fixture self, Fixture fixtureB, out FSCollisionResult result)
 {
     return(FSCollisions.CollideFixtures(self, fixtureB, out result));
 }