예제 #1
0
        public static IntRect GetBounds(this Polygons polygons)
        {
            var totalBounds = new IntRect(long.MaxValue, long.MaxValue, long.MinValue, long.MinValue);

            foreach (var polygon in polygons)
            {
                var polyBounds = polygon.GetBounds();
                totalBounds = totalBounds.ExpandToInclude(polyBounds);
            }

            return(totalBounds);
        }
예제 #2
0
    private void CollideWithCorners(Vector2 la, Vector2 a, Vector2 lb, Vector2 b, int bend, int recursion)
    {
        //检测递归次数
        if (recursion > 10)
        {
            return;
        }

        //创建一个包括a、b、lb的矩形
        IntRect intRect = IntRect.MakeFromIntVector2(room.GetTilePosition(la));

        intRect.ExpandToInclude(room.GetTilePosition(a));
        intRect.ExpandToInclude(room.GetTilePosition(lb));
        intRect.ExpandToInclude(room.GetTilePosition(b));
        intRect.Grow(1);
        List <Corner> cornerLst = new List <Corner>();

        //左->右、下->上 逐Tile遍历
        for (int left = intRect.left; left <= intRect.right; ++left)
        {
            for (int bottom = intRect.bottom; bottom <= intRect.top; ++bottom)
            {
                if (room.GetTile(left, bottom).Solid)
                {
                    if (!room.GetTile(left - 1, bottom).Solid)
                    {
                        if (!room.GetTile(left, bottom - 1).Solid &&
                            !room.GetTile(left - 1, bottom - 1).Solid)
                        {
                            //左下角拐角地形
                            cornerLst.Add(new Corner(FloatRect.CornerLabel.D, room.MiddleOfTile(left, bottom) + new Vector2(-10f - thickness, -10f - thickness)));
                        }
                        if (!room.GetTile(left, bottom + 1).Solid &&
                            !room.GetTile(left - 1, bottom + 1).Solid)
                        {
                            //左上角拐角地形
                            cornerLst.Add(new Corner(FloatRect.CornerLabel.A, room.MiddleOfTile(left, bottom) + new Vector2(-10f - thickness, 10f + thickness)));
                        }
                    }
                    if (!room.GetTile(left + 1, bottom).Solid)
                    {
                        //右下角拐角地形
                        if (!room.GetTile(left, bottom - 1).Solid&& !room.GetTile(left + 1, bottom - 1).Solid)
                        {
                            cornerLst.Add(new Corner(FloatRect.CornerLabel.C, room.MiddleOfTile(left, bottom) + new Vector2(10f + thickness, -10f - thickness)));
                        }
                        //右上角拐角地形
                        if (!room.GetTile(left, bottom + 1).Solid&& !room.GetTile(left + 1, bottom + 1).Solid)
                        {
                            cornerLst.Add(new Corner(FloatRect.CornerLabel.B, room.MiddleOfTile(left, bottom) + new Vector2(10f + thickness, 10f + thickness)));
                        }
                    }
                }
            }
        }
        Corner?nullable = new Rope.Corner?();
        float  f        = float.MaxValue;

        foreach (Corner corner in cornerLst)
        {
            if (DoesLineOverlapCorner(a, b, corner) && corner.pos != la && (corner.pos != a && corner.pos != lb) && corner.pos != b && ((Utils.PointInTriangle(corner.pos, a, la, b) || Utils.PointInTriangle(corner.pos, a, lb, b) || (Utils.PointInTriangle(corner.pos, a, la, lb) || Utils.PointInTriangle(corner.pos, la, lb, b))) && Mathf.Abs(Utils.DistanceToLine(corner.pos, la, lb)) < (double)Mathf.Abs(f)))
            {
                nullable = new Rope.Corner?(corner);
                f        = Utils.DistanceToLine(corner.pos, lastA, lastB);
            }
        }

        if (!nullable.HasValue)
        {
            return;
        }
        Vector2 pos = nullable.Value.pos;

        //增加绳子与拐点碰撞点
        bends.Insert(bend, nullable.Value);
        Vector2 vector2 = Utils.ClosestPointOnLine(la, lb, pos);

        CollideWithCorners(vector2, pos, lb, b, bend + 1, recursion + 1);
        CollideWithCorners(la, a, vector2, pos, bend, recursion + 1);
    }