示例#1
0
        /// <summary>
        /// Search for all objects that are or can be in collision with each other.
        /// Must be called when step was already performed, so collisions are already there.
        /// If there is no collision, returns empty list.
        /// </summary>
        /// <returns>List of list of all potentially colliding objects.</returns>
        public List<List<IPhysicalEntity>> CollisionGroups()
        {
            List<HashSet<IPhysicalEntity>> listOfSets = new List<HashSet<IPhysicalEntity>>();

            foreach (IPhysicalEntity physicalEntity in m_physicalEntities)
            {
                if (Collides(physicalEntity))
                {
                    var circle = new Circle(physicalEntity.Position,
                        2 * MaximumGameObjectRadius + MaximumGameObjectSpeed);
                    var physicalEntities = new HashSet<IPhysicalEntity>(m_objectLayer.GetPhysicalEntities(circle));
                    listOfSets.Add(physicalEntities);
                }
            }

            // consolidation
            for (int i = 0; i < listOfSets.Count - 1; i++)
            {
                HashSet<IPhysicalEntity> firstList = listOfSets[i];
                for (int j = i + 1; j < listOfSets.Count; j++)
                {
                    HashSet<IPhysicalEntity> secondList = listOfSets[j];
                    if (firstList.Overlaps(secondList))
                    {
                        firstList.UnionWith(secondList);
                        listOfSets.RemoveAt(j);
                        j--;
                    }
                }
            }

            // To List
            List<List<IPhysicalEntity>> collisionGroups = new List<List<IPhysicalEntity>>();
            foreach (HashSet<IPhysicalEntity> hashSet in listOfSets)
            {
                collisionGroups.Add(hashSet.ToList());
            }

            return collisionGroups;
        }
示例#2
0
 public bool CollidesWithPhysicalEntity(IPhysicalEntity physicalEntity)
 {
     var circle = new Circle(physicalEntity.Position, 2 * MaximumGameObjectRadius);
     List<IPhysicalEntity> physicalEntities = m_objectLayer.GetPhysicalEntities(circle);
     return physicalEntities.Any(physicalEntity.CollidesWith);
 }