public static boxcastBroadphaseExcludingSelf ( |
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collider | Collider. | |
rect | RectangleF | |
layerMask | int | |
리턴 | IEnumerable |
public bool collidesWithAnyExcept(Collider exceptCollider, out CollisionResult result) { result = new CollisionResult(); // fetch anything that we might collide with at our new position var neighbors = Physics.boxcastBroadphaseExcludingSelf(this, collidesWithLayers); foreach (var neighbor in neighbors) { if (neighbor == exceptCollider) { continue; } // skip triggers if (neighbor.isTrigger) { continue; } if (collidesWith(neighbor, out result)) { return(true); } } return(false); }
/// <summary> /// moves the entity taking collisions into account /// </summary> /// <returns><c>true</c>, if move actor was newed, <c>false</c> otherwise.</returns> /// <param name="motion">Motion.</param> /// <param name="collisionResult">Collision result.</param> public bool move(Vector2 motion, out CollisionResult collisionResult) { collisionResult = new CollisionResult(); // no collider? just move and forget about it if (entity.getComponent <Collider>() == null || _triggerHelper == null) { entity.transform.position += motion; return(false); } // 1. move all non-trigger Colliders and get closest collision var colliders = entity.getComponents <Collider>(); for (var i = 0; i < colliders.Count; i++) { var collider = colliders[i]; // skip triggers for now. we will revisit them after we move. if (collider.isTrigger) { continue; } // fetch anything that we might collide with at our new position var bounds = collider.bounds; bounds.x += motion.X; bounds.y += motion.Y; var neighbors = Physics.boxcastBroadphaseExcludingSelf( collider, ref bounds, collider.collidesWithLayers); foreach (var neighbor in neighbors) { // skip triggers for now. we will revisit them after we move. if (neighbor.isTrigger) { continue; } if (collider.collidesWith(neighbor, motion, out collisionResult)) { // hit. back off our motion motion -= collisionResult.minimumTranslationVector; } } } ListPool <Collider> .free(colliders); // 2. move entity to its new position if we have a collision else move the full amount. motion is updated when a collision occurs entity.transform.position += motion; // 3. do an overlap check of all Colliders that are triggers with all broadphase colliders, triggers or not. // Any overlaps result in trigger events. _triggerHelper.update(); return(collisionResult.collider != null); }
void IUpdatable.update() { if (isImmovable) { velocity = Vector2.Zero; return; } if (shouldUseGravity) { velocity += Physics.gravity * Time.deltaTime; } entity.transform.position += velocity * Time.deltaTime; CollisionResult collisionResult; // fetch anything that we might collide with at our new position var neighbors = Physics.boxcastBroadphaseExcludingSelf(_collider, _collider.collidesWithLayers); foreach (var neighbor in neighbors) { // if the neighbor collider is of the same entity, ignore it if (neighbor.entity == entity) { continue; } if (_collider.collidesWith(neighbor, out collisionResult)) { // if the neighbor has an ArcadeRigidbody we handle full collision response. If not, we calculate things based on the // neighbor being immovable. var neighborRigidbody = neighbor.entity.getComponent <ArcadeRigidbody>(); if (neighborRigidbody != null) { processOverlap(neighborRigidbody, ref collisionResult.minimumTranslationVector); processCollision(neighborRigidbody, ref collisionResult.minimumTranslationVector); } else { // neighbor has no ArcadeRigidbody so we assume its immovable and only move ourself entity.transform.position -= collisionResult.minimumTranslationVector; var relativeVelocity = velocity; calculateResponseVelocity( ref relativeVelocity, ref collisionResult.minimumTranslationVector, out relativeVelocity); velocity += relativeVelocity; } } } }
/// <summary> /// caculates the movement modifying the motion vector to take into account any collisions that will /// occur when moving /// </summary> /// <returns><c>true</c>, if movement was calculated, <c>false</c> otherwise.</returns> /// <param name="motion">Motion.</param> /// <param name="collisionResult">Collision result.</param> public bool calculateMovement(ref Vector2 motion, out CollisionResult collisionResult) { collisionResult = new CollisionResult(); // no collider? just move and forget about it if (entity.getComponent <Collider>() == null || _triggerHelper == null) { entity.transform.position += motion; return(false); } // 1. move all non-trigger Colliders and get closest collision var colliders = entity.getComponents <Collider>(); for (var i = 0; i < colliders.Count; i++) { var collider = colliders[i]; // skip triggers for now. we will revisit them after we move. if (collider.isTrigger) { continue; } // fetch anything that we might collide with at our new position var bounds = collider.bounds; bounds.x += motion.X; bounds.y += motion.Y; var neighbors = Physics.boxcastBroadphaseExcludingSelf(collider, ref bounds, collider.collidesWithLayers); foreach (var neighbor in neighbors) { // skip triggers for now. we will revisit them after we move. if (neighbor.isTrigger) { continue; } if (collider.collidesWith(neighbor, motion, out collisionResult)) { // hit. back off our motion motion -= collisionResult.minimumTranslationVector; } } } ListPool <Collider> .free(colliders); return(collisionResult.collider != null); }
/// <summary> /// checks to see if this Collider 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 Collider can travel /// before colliding. /// </summary> /// <returns><c>true</c>, if with was collidesed, <c>false</c> otherwise.</returns> /// <param name="motion">Motion.</param> /// <param name="result">Result.</param> public bool collidesWithAny(ref Vector2 motion, out CollisionResult result) { result = new CollisionResult(); // fetch anything that we might collide with at our new position var colliderBounds = bounds; colliderBounds.x += motion.X; colliderBounds.y += motion.Y; var neighbors = Physics.boxcastBroadphaseExcludingSelf(this, ref colliderBounds, collidesWithLayers); // alter the shapes position so that it is in the place it would be after movement so we can check for overlaps var oldPosition = shape.position; shape.position += motion; var didCollide = false; foreach (var neighbor in neighbors) { // skip triggers if (neighbor.isTrigger) { continue; } if (collidesWith(neighbor, out result)) { // hit. back off our motion and our Shape.position motion -= result.minimumTranslationVector; shape.position -= result.minimumTranslationVector; didCollide = true; } } // return the shapes position to where it was before the check shape.position = oldPosition; return(didCollide); }