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expose GetCollidingAreas
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1 changed files with 19 additions and 11 deletions
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@ -112,30 +112,38 @@ namespace MLEM.Extended.Tiled {
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}
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}
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/// <summary>
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/// <summary>
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/// Returns a set of normals and penetration amounts for each <see cref="TileCollisionInfo"/> that intersects with the given <see cref="RectangleF"/> area.
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/// Returns an enumerable of all of the <see cref="TileCollisionInfo.Collisions"/> of the colliding tiles in the given area.
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/// This method is a convenience method based on <see cref="GetCollidingTiles"/>.
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/// </summary>
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/// <param name="area">The area to check for collisions in</param>
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/// <param name="included">A function that determines if a certain info should be included or not</param>
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/// <returns>An enumerable of collision rectangles for that area</returns>
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public IEnumerable<RectangleF> GetCollidingAreas(RectangleF area, Func<TileCollisionInfo, bool> included = null) {
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foreach (var tile in this.GetCollidingTiles(area, included)) {
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foreach (var col in tile.Collisions)
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yield return col;
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}
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}
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/// <summary>
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/// Returns an enumerable of normals and penetration amounts for each <see cref="TileCollisionInfo"/> that intersects with the given <see cref="RectangleF"/> area.
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/// The normals and penetration amounts are based on <see cref="MLEM.Extensions.NumberExtensions.Penetrate"/>.
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/// The normals and penetration amounts are based on <see cref="MLEM.Extensions.NumberExtensions.Penetrate"/>.
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/// Note that all x penetrations are returned before all y penetrations, which improves collision detection in sidescrolling games with gravity.
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/// Note that all x penetrations are returned before all y penetrations, which improves collision detection in sidescrolling games with gravity.
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/// </summary>
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/// </summary>
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/// <param name="getArea">The area to penetrate</param>
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/// <param name="getArea">The area to penetrate</param>
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/// <param name="included">A function that determines if a certain info should be included or not</param>
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/// <returns>A set of normals and penetration amounts</returns>
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/// <returns>A set of normals and penetration amounts</returns>
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public IEnumerable<(Vector2, float)> GetPenetrations(Func<RectangleF> getArea) {
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public IEnumerable<(Vector2, float)> GetPenetrations(Func<RectangleF> getArea, Func<TileCollisionInfo, bool> included = null) {
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foreach (var col in this.GetCollidingAreas(getArea())) {
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foreach (var col in this.GetCollidingAreas(getArea(), included)) {
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if (getArea().Penetrate(col, out var normal, out var penetration) && normal.X != 0)
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if (getArea().Penetrate(col, out var normal, out var penetration) && normal.X != 0)
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yield return (normal, penetration);
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yield return (normal, penetration);
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}
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}
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foreach (var col in this.GetCollidingAreas(getArea())) {
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foreach (var col in this.GetCollidingAreas(getArea(), included)) {
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if (getArea().Penetrate(col, out var normal, out var penetration) && normal.Y != 0)
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if (getArea().Penetrate(col, out var normal, out var penetration) && normal.Y != 0)
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yield return (normal, penetration);
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yield return (normal, penetration);
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}
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}
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}
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}
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private IEnumerable<RectangleF> GetCollidingAreas(RectangleF area, Func<TileCollisionInfo, bool> included = null) {
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foreach (var tile in this.GetCollidingTiles(area, included)) {
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foreach (var col in tile.Collisions)
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yield return col;
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}
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}
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/// <summary>
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/// <summary>
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/// A delegate method used to override the default collision checking behavior.
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/// A delegate method used to override the default collision checking behavior.
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/// </summary>
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/// </summary>
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