Пример #1
0
        void updateDirAndTimeByEdge(FP _percent, tableEdge _tbe, BallObj ball, FP _deltaTime)
        {
            ball.UpdateBallPos(_deltaTime * _percent);                                                                       //先更新到撞击点
            var curReflcDir = Detection.CheckCircle_LineCollision(_tbe, ball.GetPos(), ball.GetRadius(), ball.GetMoveDir()); //计算碰撞响应

            ball.UpdateMoveDir(curReflcDir);                                                                                 //更新实时方向
        }
Пример #2
0
        void _updateDirAndTimeByEdge(FP _percent, TSVector2 hitNormal, BallObj ball, FP _deltaTime)
        {
            ball.UpdateBallPos(_deltaTime * _percent);                                           //先更新到撞击点
            var curReflcDir = Detection.CheckCircle_EdgeCollision(hitNormal, ball.GetMoveDir()); //计算碰撞响应

            ball.UpdateMoveDir(curReflcDir);                                                     //更新实时方向
        }
Пример #3
0
        void updateDirAndTimeByBall(FP _percent, BallObj runball, BallObj staticball, FP _deltaTime)
        {
            runball.UpdateBallPos(_deltaTime * _percent);//先更新到撞击点
            staticball.UpdateBallPos(_deltaTime * _percent);


            //var runcrd = new CircleRunData(runball.GetPos(), runball.PredictPos(_deltaTime), runball.GetRadius());
            //var staticcrd = new CircleRunData(staticball.GetPos(), staticball.PredictPos(_deltaTime), staticball.GetRadius());
            var curReflcDir = Detection.CheckCircle_CircleCollision(runball.GetPos(), runball.GetMoveDir(), staticball.GetPos(), staticball.GetMoveDir());//计算碰撞响应

            runball.UpdateMoveDir(curReflcDir[0]);
            staticball.UpdateMoveDir(curReflcDir[1]);
        }