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expose GetCollidingAreas

This commit is contained in:
Ell 2021-03-07 22:13:24 +01:00
parent 200058a611
commit dc514815c3

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@ -112,30 +112,38 @@ namespace MLEM.Extended.Tiled {
} }
/// <summary> /// <summary>
/// Returns a set of normals and penetration amounts for each <see cref="TileCollisionInfo"/> that intersects with the given <see cref="RectangleF"/> area. /// Returns an enumerable of all of the <see cref="TileCollisionInfo.Collisions"/> of the colliding tiles in the given area.
/// This method is a convenience method based on <see cref="GetCollidingTiles"/>.
/// </summary>
/// <param name="area">The area to check for collisions in</param>
/// <param name="included">A function that determines if a certain info should be included or not</param>
/// <returns>An enumerable of collision rectangles for that area</returns>
public IEnumerable<RectangleF> GetCollidingAreas(RectangleF area, Func<TileCollisionInfo, bool> included = null) {
foreach (var tile in this.GetCollidingTiles(area, included)) {
foreach (var col in tile.Collisions)
yield return col;
}
}
/// <summary>
/// Returns an enumerable of normals and penetration amounts for each <see cref="TileCollisionInfo"/> that intersects with the given <see cref="RectangleF"/> area.
/// The normals and penetration amounts are based on <see cref="MLEM.Extensions.NumberExtensions.Penetrate"/>. /// The normals and penetration amounts are based on <see cref="MLEM.Extensions.NumberExtensions.Penetrate"/>.
/// Note that all x penetrations are returned before all y penetrations, which improves collision detection in sidescrolling games with gravity. /// Note that all x penetrations are returned before all y penetrations, which improves collision detection in sidescrolling games with gravity.
/// </summary> /// </summary>
/// <param name="getArea">The area to penetrate</param> /// <param name="getArea">The area to penetrate</param>
/// <param name="included">A function that determines if a certain info should be included or not</param>
/// <returns>A set of normals and penetration amounts</returns> /// <returns>A set of normals and penetration amounts</returns>
public IEnumerable<(Vector2, float)> GetPenetrations(Func<RectangleF> getArea) { public IEnumerable<(Vector2, float)> GetPenetrations(Func<RectangleF> getArea, Func<TileCollisionInfo, bool> included = null) {
foreach (var col in this.GetCollidingAreas(getArea())) { foreach (var col in this.GetCollidingAreas(getArea(), included)) {
if (getArea().Penetrate(col, out var normal, out var penetration) && normal.X != 0) if (getArea().Penetrate(col, out var normal, out var penetration) && normal.X != 0)
yield return (normal, penetration); yield return (normal, penetration);
} }
foreach (var col in this.GetCollidingAreas(getArea())) { foreach (var col in this.GetCollidingAreas(getArea(), included)) {
if (getArea().Penetrate(col, out var normal, out var penetration) && normal.Y != 0) if (getArea().Penetrate(col, out var normal, out var penetration) && normal.Y != 0)
yield return (normal, penetration); yield return (normal, penetration);
} }
} }
private IEnumerable<RectangleF> GetCollidingAreas(RectangleF area, Func<TileCollisionInfo, bool> included = null) {
foreach (var tile in this.GetCollidingTiles(area, included)) {
foreach (var col in tile.Collisions)
yield return col;
}
}
/// <summary> /// <summary>
/// A delegate method used to override the default collision checking behavior. /// A delegate method used to override the default collision checking behavior.
/// </summary> /// </summary>