public override bool CheckRect(TSVector2 sCenter, TSVector2 sDir, FP nHalfWidth, FP nHalfHeight) { return(TSCheck2D.CheckRectangleAndCircle(sCenter, sDir, nHalfWidth, nHalfHeight, this.center, radius)); }
public override bool CheckLine(TSVector2 sOrgPos, TSVector2 sOffset, out TSVector2 sCrossPoint) { sCrossPoint = sOrgPos; return(TSCheck2D.CheckCicleAndLine(sOrgPos, sOffset, this.center, radius, out sCrossPoint)); }
public override bool CheckPos(TSVector2 sPosition) { return(TSCheck2D.CheckCicleAndPos(this.center, radius, sPosition)); }
public C2D_Circle(TSVector2 center, TSVector2 forward, FP radius) : base(center, forward) { this.radius = radius; }
public override bool CheckCircle(TSVector2 sCenter, FP nRadius) { return(TSCheck2D.CheckCircleAndCircle(this.center, radius, sCenter, nRadius)); }
public override bool CheckPos(TSVector2 sPosition) { return(TSCheck2D.CheckRectangleAndPos(this.center, this.forward, halfWidth, halfHeight, sPosition)); }
public override bool CheckRect(TSVector2 sCenter, TSVector2 sDir, FP nHalfWidth, FP nHalfHeight) { throw new Exception("需要实现矩形与矩形之间的碰撞"); }
public C2D_Rect(TSVector2 center, TSVector2 forward, FP nHalfWidth, FP nHalfHeight) : base(center, forward) { halfWidth = nHalfWidth; halfHeight = nHalfHeight; }
public override bool CheckCircle(TSVector2 sCenter, FP nRadius) { return(TSCheck2D.CheckRectangleAndCircle(this.center, this.forward, halfWidth, halfHeight, sCenter, nRadius)); }
abstract public bool CheckRect(TSVector2 sCenter, TSVector2 sDir, FP nHalfWidth, FP nHalfHeight);
abstract public bool CheckCircle(TSVector2 sCenter, FP nRadius);
abstract public bool CheckPos(TSVector2 sPosition);
abstract public bool CheckLine(TSVector2 sOrgPos, TSVector2 sOffset, out TSVector2 sCrossPoint);
public Check2DCollider(TSVector2 center, TSVector2 forward) { this.center = center; this.forward = forward; }