示例#1
0
 public IEnumerable<ISide> GetSides(Direction direction, Range positionRange, Range boundsRange, bool ascending = true)
 {
     return _directionSidesMap[(int) direction]
         .Where(s =>
             positionRange.Contains(s.Position) &&
             boundsRange.IsIntersect(new Range(s.Begin, true, s.End, true)))
         .OrderBy(s => ascending ? s.Position : -s.Position);
 }
示例#2
0
文件: World.cs 项目: polly5315/NBump
        private IEnumerable<CollisionEvent> GetSideCollisions(IBody movingBody, Direction movingSideDirection, Vector2 path)
        {
            var axis = movingSideDirection.ToAxis();
            var sidePosition = movingBody.GetBound(movingSideDirection);

            var counterDirection = movingSideDirection.AtBack();

            var pathForward = path.GetComponent(movingSideDirection);
            if (pathForward == 0)
                return Enumerable.Empty<CollisionEvent>();
            var pathStartInclusive = pathForward > 0;
            var pathEndInclusive = pathForward < 0;

            var pathLeft = path.GetComponent(movingSideDirection.AtLeft());
            var sideStartInclusive = pathLeft < 0;
            var sideEndInclusive = pathLeft > 0;

            var pathAlong = path.GetComponent(axis);
            var pathAcross = path.GetComponent(axis.Orthogonal());

            var collisionType = pathForward >= 0 ? CollisionType.Entering : CollisionType.Leaving;
            var incidenceTangent = pathLeft/pathForward; //todo maybe pathLeft negate....

            var movedSidePositionRange = new Range(sidePosition, pathStartInclusive, sidePosition + pathAlong, pathEndInclusive);
            var movedSideRange = movingBody.GetBoundRange(movingSideDirection, sideStartInclusive, sideEndInclusive);
            var counterSides = _sideRepository.GetSides(counterDirection, movedSidePositionRange, movedSideRange, pathAlong > 0);

            return (from counterSide in counterSides //todo query bodyBounds more optimal!!! use special sorted structs
                    where counterSide.Body != movingBody && movedSidePositionRange.Contains(counterSide.Position)
                    let pathAlongToCounterSide = counterSide.Position - sidePosition
                    let pathAcrossToCounterSide = pathAcross * pathAlongToCounterSide / pathAlong
                    where movedSideRange.IsIntersect(new Range(counterSide.Begin, sideStartInclusive, counterSide.End, sideEndInclusive))
                    group counterSide.Body by pathAlongToCounterSide into g
                    select new CollisionEvent
                    {
                        Collision = new Collision
                        {
                            Bodies = g.ToArray(),
                            Type = collisionType,
                            NormalDirection = counterDirection,
                            IncidenceTangent = incidenceTangent
                        },
                        Traversed = g.Key / pathAlong,
                    });
        }