public float ComputeTOI(Sweep sweepA, Sweep sweepB) { Collision.Collision.TOIInput input = new Collision.Collision.TOIInput(); input.ProxyA.Set(_fixtureA.GetShape()); input.ProxyB.Set(_fixtureB.GetShape()); input.SweepA = sweepA; input.SweepB = sweepB; input.Tolerance = Settings.LinearSlop; return(Collision.Collision.TimeOfImpact(input)); }
public float ComputeTOI(Sweep sweepA, Sweep sweepB) { Collision.Collision.TOIInput input = new Collision.Collision.TOIInput(); input.ProxyA.Set(_fixtureA.GetShape()); input.ProxyB.Set(_fixtureB.GetShape()); input.SweepA = sweepA; input.SweepB = sweepB; input.Tolerance = Settings.LinearSlop; return Collision.Collision.TimeOfImpact(input); }