public bool CollisionDetection(CollidingAdvancedSprite CAS) { CollisionUtils.CreateCollidingSpriteTransformMatrix(CAS); CollisionUtils.CreateCollidingSpriteTransformMatrix(this); if (Rotation == 0 || Rotation == Math.PI) { if (Intersects(CAS)) { CollisionUtils.CreateCollidingSpriteTransformMatrix(CAS); CollisionUtils.CreateCollidingSpriteTransformMatrix(this); CollisionUtils.GetColColors(this); CollisionUtils.GetColColors(CAS); return(CollisionUtils.IntersectPixels(this.TransformMatrix * Matrix.CreateTranslation(new Vector3(this.currentAnim.ColCorrection, 0f)), this.ColBoundingBox.Width, this.ColBoundingBox.Height, Colors, this.IgnoreTranslucentCol, CAS.TransformMatrix * Matrix.CreateTranslation(new Vector3(CAS.currentAnim.ColCorrection, 0f)), CAS.ColBoundingBox.Width, CAS.ColBoundingBox.Height, CAS.Colors, CAS.IgnoreTranslucentCol)); } } else { CollisionUtils.CreateCollidingSpriteTransformMatrix(CAS); CollisionUtils.CreateCollidingSpriteTransformMatrix(this); colltemp = CollisionUtils.CalculateBoundingRectangle(tempdrawrect, _transformMatrix); if (colltemp.Intersects(CollisionUtils.CalculateBoundingRectangle(CAS.tempdrawrect, CAS._transformMatrix))) { CollisionUtils.GetColColors(this); CollisionUtils.GetColColors(CAS); return(CollisionUtils.IntersectPixels(this.TransformMatrix * Matrix.CreateTranslation(new Vector3(this.currentAnim.ColCorrection, 0f)), this.ColBoundingBox.Width, this.ColBoundingBox.Height, Colors, this.IgnoreTranslucentCol, CAS.TransformMatrix * Matrix.CreateTranslation(new Vector3(CAS.currentAnim.ColCorrection, 0f)), CAS.ColBoundingBox.Width, CAS.ColBoundingBox.Height, CAS.Colors, CAS.IgnoreTranslucentCol)); } } return(false); }
/// <summary> /// Get the colors from the sprite map for perpixel collision /// </summary> /// <param name="CAS">the sprite</param> /// <param name="SpriteSheet">the sprite sheet</param> /// <returns></returns> public static Color[] GetColors(CollidingAdvancedSprite CAS) { CAS.Colors = new Color[(int)CAS.CurrentAnim.SpriteSize.X * (int)CAS.CurrentAnim.SpriteSize.Y]; CAS.Tex.GetData <Color>(0, CAS.sourcerect, CAS.Colors, 0, (int)CAS.CurrentAnim.SpriteSize.X * (int)CAS.CurrentAnim.SpriteSize.Y); return(CAS.Colors); }
/// <summary> /// Create the transformation Matrix for the colliding sprite /// </summary> /// <param name="CAS">The Sprite</param> public static void CreateCollidingSpriteTransformMatrix(CollidingAdvancedSprite CAS) { CAS._transformMatrix = Matrix.CreateTranslation(new Vector3(CAS.RotationOrigin, 0f)) * Matrix.CreateScale(new Vector3(CAS.Scale, 0f)) * Matrix.CreateRotationZ(CAS.Rotation) * Matrix.CreateTranslation(new Vector3(-CAS.RotationOrigin * CAS.Scale, 0)); }
/// <summary> /// Get the colors from the Collision map for perpixel collision /// </summary> /// <param name="CAS">the sprite</param> /// <param name="SpriteSheet">the sprite sheet</param> /// <returns></returns> public static void GetColColors(CollidingAdvancedSprite CAS) { CAS.Colors = new Color[(int)CAS.CurrentAnim.ColSize.X * (int)CAS.CurrentAnim.ColSize.Y]; CAS.Tex.GetData <Color>(0, CAS.CollisionTextureLoc, CAS.Colors, 0, (int)CAS.CurrentAnim.ColSize.X * (int)CAS.CurrentAnim.ColSize.Y); }