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tiled content pipeline bugfixes & new fields #841

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45 changes: 45 additions & 0 deletions src/cs/MonoGame.Extended.Collisions/CollisionComponent.cs
Original file line number Diff line number Diff line change
Expand Up @@ -6,6 +6,7 @@
using Microsoft.Xna.Framework;
using MonoGame.Extended.Collisions.Layers;
using MonoGame.Extended.Collisions.QuadTree;
using Newtonsoft.Json.Linq;
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Is MonoGame.Extended trying to stay AOT compliant?

This article on MonoGame says that Newtonsoft json are not AOT compliant for console? Also that Linq should be avoided? Also, why Newtonsoft's Linq vs System.Linq?

https://docs.monogame.net/articles/preparing_for_consoles.html


namespace MonoGame.Extended.Collisions
{
Expand Down Expand Up @@ -97,6 +98,50 @@ public override void Update(GameTime gameTime)
}
}

/// <summary>
/// Cast an actor's colliders in a direction and check for collisions.
/// </summary>
/// <param name="actors">The list of actor colliders to cast.</param>
/// <param name="move">Normalized vector representing the direction to cast each shape.</param>
/// <param name="hitBuffer">Buffer to receive results.</param>
/// <param name="distance">Maximum distance over which to cast the Collider(s).</param>
public int Cast(IEnumerable<ICollisionActor> actors, Vector2 move, List<CollisionEventArgs> hitBuffer, float distance)
{
hitBuffer.Clear();
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Does it matter that hitBuffer.Clear() isn't called in the 2nd Cast? What if someone calls the 2nd public method instead, then the hitBuffer won't get cleared right?

Vector2 offset = move.NormalizedCopy() * distance;
return Cast(actors, offset, hitBuffer);
}


/// <summary>
/// Cast an actor's colliders in a direction and check for collisions.
/// </summary>
/// <param name="actors">The list of actor colliders to cast.</param>
/// <param name="offset">Vector representing the translation to use for each cast.</param>
/// <param name="hitBuffer">Buffer to receive results.</param>
public int Cast(IEnumerable<ICollisionActor> actors, Vector2 offset, List<CollisionEventArgs> hitBuffer)
{
foreach (ICollisionActor actor in actors)
{
try
{
actor.Bounds.Position += offset;
foreach ((_, Layer secondLayer) in _layerCollision)
{
if (!secondLayer.Space.Contains(actor)) continue;
foreach (ICollisionActor other in secondLayer.Space.Query(actor.Bounds.BoundingRectangle))
if (actor != other && actor.Bounds.Intersects(other.Bounds))
{
CollisionEventArgs collisionInfo = new() { Other = other, PenetrationVector = CalculatePenetrationVector(actor.Bounds, other.Bounds) };
hitBuffer.Add(collisionInfo);
}
}
}
finally { actor.Bounds.Position -= offset; }
}
return hitBuffer.Count;
}

/// <summary>
/// Inserts the target into the collision tree.
/// The target will have its OnCollision called when collisions occur.
Expand Down
11 changes: 8 additions & 3 deletions src/cs/MonoGame.Extended.Collisions/ISpaceAlgorithm.cs
Original file line number Diff line number Diff line change
Expand Up @@ -21,10 +21,15 @@ public interface ISpaceAlgorithm
bool Remove(ICollisionActor actor);

/// <summary>
/// Removes the actor into the space.
/// The actor will have its OnCollision called when collisions occur.
/// Checks if an actor is within the space.
/// </summary>
/// <param name="actor">Actor to remove.</param>
/// <param name="actor">Actor to check for.</param>
bool Contains(ICollisionActor actor);

/// <summary>
/// Queries the space for collisions within a bounding rectangle.
/// </summary>
/// <param name="boundsBoundingRectangle">Rectangle to check against.</param>
IEnumerable<ICollisionActor> Query(RectangleF boundsBoundingRectangle);

/// <summary>
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -49,8 +49,15 @@ public bool Remove(ICollisionActor target)
return false;
}


/// <summary>
/// Checks if the target is within the space.
/// </summary>
/// <param name="target">Target to check for.</param>
public bool Contains(ICollisionActor target) => _actors.Contains(target);

/// <summary>
/// Restructure a inner collection, if layer is dynamic, because actors can change own position
/// Restructure an inner collection, if layer is dynamic, because actors can change own position
/// </summary>
public void Reset()
{
Expand Down
2 changes: 2 additions & 0 deletions src/cs/MonoGame.Extended.Collisions/SpatialHash.cs
Original file line number Diff line number Diff line change
Expand Up @@ -16,6 +16,8 @@ public SpatialHash(Size2 size)
_size = size;
}

public bool Contains(ICollisionActor actor) => _actors.Contains(actor);

public void Insert(ICollisionActor actor)
{
InsertToHash(actor);
Expand Down