public bool OnCollided(ICollisionBounds bounds0, ICollisionBounds bounds1) { var actor0 = bounds0.Entity as Actor; var actor1 = bounds1.Entity as Actor; if (actor0 is TerrainActor || actor1 is TerrainActor) { return true; } return false; }
public bool Intersects(BaseCollisionType collisionType, ICollisionBounds other) { if (other == null) return false; switch (collisionType) { case BaseCollisionType.Box: return (IntersectsBox((CollisionBox)other) != null); case BaseCollisionType.Circle: return (IntersectsCircle((CollisionCircle)other) != null); } return false; }
/// <summary> /// By definition, Rays cannot contain anything. /// So this will always return false. /// </summary> /// <param name="collisionType"></param> /// <param name="other"></param> /// <param name="location"></param> /// <returns>False</returns> public bool Contains(BaseCollisionType collisionType, ICollisionBounds other, Vector2? location) { return false; }
public bool Contains(BaseCollisionType collisionType, ICollisionBounds other, Vector2? location) { switch (collisionType) { case BaseCollisionType.Box: if (other != null) return ContainsBox((CollisionBox)other); else return false; case BaseCollisionType.Circle: if (other != null) return ContainsCircle((CollisionCircle)other); else return false; case BaseCollisionType.Point: if (location != null) return ContainsPoint((Vector2)location); else return false; } //If all else fails, return false. return false; }
public bool OnCollided(ICollisionBounds bounds0, ICollisionBounds bounds1) { return false; }