void TestCollide() { Vector2 v1 = Collide.GetVector(55); Vector2d v2 = FPCollide.GetVector(55); Debug.Log("GetVector V1:" + v1 + " V2:" + v2.ToString()); float f1 = Collide.GetAngle(new Vector2(0.4f, 0.6f)); FixedPoint f2 = FPCollide.GetAngle(new Vector2d(0.4f * 10, 0.6f * 10)); Debug.Log("GetAngle f1:" + f1 + " f2:" + f2.value); Vector2 rv1 = Collide.Rotate(new Vector2(0.1f, 0.8f), 60); Vector2d rv2 = FPCollide.Rotate(new Vector2d(0.1f, 0.8f), 60); Debug.Log("Rotate rv1:" + rv1 + " rv2:" + rv2); Sphere s1; s1.r = 1; s1.c = new Vector2(0, 0); Sphere s2; s2.r = 1; s2.c = new Vector2(1.9f, 0); bool bTrue = Collide.bSphereSphere(s1, s2); Debug.Log("bSphereSphere : " + bTrue); FPSphere s11; s11.r = new FixedPoint(1); s11.c = new Vector2d(0, 0); FPSphere s22; s22.r = new FixedPoint(1); s22.c = new Vector2d(1.9f, 0); bTrue = FPCollide.bSphereSphere(s11, s22); Debug.Log("FP bSphereSphere : " + bTrue); OBB obb = new OBB(new Vector2(3, 2.2f), new Vector2(2.4f, 1), 50); Vector2 vec1 = Collide.ClosestPointOBB(new Vector2(1, 2.4f), obb); FPObb fpObb = new FPObb(new Vector2d(3, 2.2f), new Vector2d(2.4f, 1), 50); Vector2d vec2 = FPCollide.ClosestPointOBB(new Vector2d(1, 2.4f), fpObb); Debug.Log("ClosestPointOBB vec1" + vec1 + " vec2:" + vec2); Sector sec; sec.pos = new Vector2(0, 0); sec.angle = 90; sec.dir = new Vector2(0, 1); sec.r = 1; bool bInside = Collide.bSectorInside(sec, new Vector2(0, 0.1f)); FPSector sec1; sec1.pos = new Vector2d(0, 0); sec1.angle = new FixedPoint(90); sec1.dir = new Vector2d(0, 1); sec1.r = new FixedPoint(1); bool bInside1 = FPCollide.bSectorInside(sec1, new Vector2d(0, 0.1f)); Debug.Log("bSectorInside 1:" + bInside + " 2:" + bInside1); }