2
0
Fork 0
You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

105 lines
3.9 KiB
C#

using UnityEngine;
namespace Game
{
public static class UtilShape
{
public static bool IsOverlap(Shape shape, Vector3 shapePos, Vector3 shapeDir, Shape circle, Vector3 circlePos)
{
if (circle.Type != EShapeType.Circle)
{
Util.Print("第二个形状参数必须为圆形:", circle.Type);
return false;
}
//检查Y
var (shapeYMin, shapeYMax) = (shapePos.y, shapePos.y + shape.Height);
var (circleYMin, circleYMax) = (circlePos.y, circlePos.y + circle.Height);
if (shapeYMin > circleYMax || shapeYMax < circleYMin)
{
return false;
}
//保底距离
var distance = Vector3.Distance(shapePos, circlePos);
if (distance < 0.01f)
{
return true;
}
//检查AABB
var (shapeAABB, circleAABB) = (shape.GetAABB(shapeDir), circle.GetAABB(Vector3.zero));
var shapeXMin = shapeAABB.x + shapePos.x;
var shapeXMax = shapeAABB.y + shapePos.x;
var shapeZMin = shapeAABB.z + shapePos.z;
var shapeZMax = shapeAABB.w + shapePos.z;
var circleXMin = circleAABB.x + circlePos.x;
var circleXMax = circleAABB.y + circlePos.x;
var circleZMin = circleAABB.z + circlePos.z;
var circleZMax = circleAABB.w + circlePos.z;
if (shapeXMin > circleXMax || shapeXMax < circleXMin || shapeZMin > circleZMax || shapeZMax < circleZMin)
{
return false;
}
//检查形状
Vector3 circleCenterNew;
switch (shape.Type)
{
case EShapeType.Dot:
return distance < circle.Radius;
case EShapeType.Circle:
return distance < shape.Radius + circle.Radius;
case EShapeType.Sector:
if (distance > shape.Radius + circle.Radius)
return false;
circleCenterNew = CircleCenterNew(circlePos, shapePos, shapeDir);
return SectorCircle(shape.Radius, shape.Angle, circle.Radius, circleCenterNew);
case EShapeType.Box:
circleCenterNew = CircleCenterNew(circlePos, shapePos, shapeDir);
return RectCircle(shape.SizeX, shape.SizeY, circle.Radius, circleCenterNew);
}
return false;
}
private static Vector3 CircleCenterNew(Vector3 circlePos, Vector3 shapePos, Vector3 shapeDir)
{
var dir = circlePos - shapePos;
return Quaternion.FromToRotation(shapeDir, Vector3.right) * dir;
}
private static bool SectorCircle(float radius, float angle, float circleRadius, Vector3 circleCenter)
{
if (circleCenter.z < 0)
circleCenter.z = -circleCenter.z;
var dist = circleCenter.magnitude; //到原点的距离
if (dist < circleRadius)
return true;
var circleAngle = Mathf.Asin(circleRadius / dist);
var circleRot = Util.Vec3ToRot(circleCenter);
return !(circleRot - circleAngle > angle / 2);//边缘情况不管
}
private static bool RectCircle(float sizeX, float sizeY, float circleRadius, Vector3 circleCenter)
{
var distX = Mathf.Abs(circleCenter.x) - sizeX;
var distY = Mathf.Abs(circleCenter.z) - sizeY;
if (distX <= circleRadius && distY <= circleRadius)
{
if (distX <= 0f || distY <= 0f)
{
return true;
}
var cornerDistanceSquared = Mathf.Pow(distX, 2f) + Mathf.Pow(distY, 2f);
return cornerDistanceSquared <= Mathf.Pow(circleRadius, 2f);
}
return false;
}
}
}