Exemple #1
0
        protected override bool IntersectsImpl(CollisionMode thisCollisionMode, IExtent otherExtent, CollisionMode otherCollisionMode)
        {
            switch (CollisionChecker.GetCollisionInteractionType(thisCollisionMode, otherCollisionMode))
            {
            case CollisionInteractionType.ExtentVsInnerCircle:
            case CollisionInteractionType.InnerCircleVsInnerCircle:
                return(ExtentIntersector.AreInIntersectionCircleVsCircle(this, otherExtent));

            case CollisionInteractionType.ExtentVsExtent:
            case CollisionInteractionType.InnerCircleVsExtent:
                return(ExtentIntersector.AreInIntersectionCircleVsExtent(this, otherExtent));

            case CollisionInteractionType.ExtentVsPoint:
            case CollisionInteractionType.InnerCircleVsPoint:
                return(ExtentIntersector.AreInIntersectionExtentVsPoint(this, otherExtent));

            case CollisionInteractionType.PointVsCircle:
            case CollisionInteractionType.PointVsExtent:
                return(ExtentIntersector.AreInIntersectionExtentVsPoint(otherExtent, this));

            case CollisionInteractionType.PointVsPoint:
            case CollisionInteractionType.Invalid:
            default:
                return(false);
            }
        }
        protected void CheckCollisionFor(ICollidableObject primary, ICollidableObject secondary)
        {
            CollisionRuleEntry collisionRule;

            if (CollisionRules.CanCollide(primary.CollisionClass, secondary.CollisionClass, out collisionRule))
            {
                ICollisionLifetimeEntry collisionEntry = null;
                //Check the collision lifetime tracker.  If there is already a collision lifetime entry being tracked, do nothing and return.
                if (_collisionLifetimes.Contains(primary, secondary, out collisionEntry))
                {
                    //The specified entities have collided before.  Check to see if this collision time is last the cooldown period
                    if ((collisionRule != null) &&
                        !collisionEntry.CanCollideAgain(collisionRule.Cooldown, Globals.TotalGameTimeSeconds))
                    {
                        return;
                    }
                }

                if (CollisionChecker.AreInCollision(primary, secondary))
                {
                    if (collisionRule == null || collisionRule.TrackLifeTime)
                    {
                        _collisionLifetimes.Add(primary, secondary, Globals.TotalGameTimeSeconds);
                    }
                    _onCollision.Notify(new CollisionEventArgs(primary, secondary));
                }
            }
        }