コード例 #1
0
        // Return shortest position offset to resolve the collision
        public virtual Vector2 ResolveCollision(Collider other)
        {
            CollisionData data;
            if (Collide(other, out data))
            {
                if (data.penetration != 0 && data.normal != Vector2.Zero)
                    return data.normal * data.penetration;

                if (data.depth != Vector2.Zero)
                    return new Vector2(
                        data.depth.X < data.depth.Y ? data.depth.X : 0,
                        data.depth.Y < data.depth.X ? data.depth.Y : 0);
            }
            return Vector2.Zero;
        }
コード例 #2
0
 public static bool Collide(Collider a, Collider b, out CollisionData data)
 {
     return a.Collide(b, out data);
 }
コード例 #3
0
        public virtual bool Collide(Collider other, out CollisionData data)
        {
            switch (other.Type)
            {
                case ColliderTypes.Rectangle:
                    return CollideRectangle(other as RectangleCollider, out data);

                case ColliderTypes.Circle:
                    return CollideCircle(other as CircleCollider, out data);

                case ColliderTypes.Polygon:
                    return CollidePolygon(other as PolygonCollider, out data);

                default:
                    data = new CollisionData(Vector2.Zero);
                    return false;
            }
        }