IOS Collision Detection and Event Response, ios Collision Detection Response

Source: Internet
Author: User

IOS Collision Detection and Event Response, ios Collision Detection Response

*/

// Collision Detection

// Collision detection de Process

// Collision Detection

// Collision Detection

// Collision Detection

// UIApplication-> UIWindow-> UIController-> view Controller view-> parent view-> child view

// Event Response

// Event response de Process

// Event Response

// Event Response

// Event Response

// Reverse processing; UIApplication <-UIWindow <-UIController <-view Controller view <-parent view <-sub view;


How does iOS send a scrolling image to respond to a click event?

It may be that your ScrollView is rolled, causing the button to be overwritten, so the click event does not respond. it is also possible that your click event is intercepted by the click event of ScrollView and only responds to the click event of ScrollView.

What is the principle of collision detection? How many collision detection methods are provided in virtools? What's the difference?

Class 4 kids shoes can be divided into discrete point collision detection and continuous collision detection (CCD continuous collision detection) based on detection methods ). The collision detection of discrete points is to specify the two static collision bodies T at a certain time point to see if they overlap. If there is no overlap, the distance between them is returned, if the overlap is performed, the depth and direction of the overlap are returned. Consecutive collision detection is to specify the positions of the two collision bodies at T1 and T2 respectively to check whether they are collided during the process from T1 to T2, if a collision occurs, the position and normal of the first collision point are returned. Continuous collision detection is the most natural collision detection, which greatly facilitates the compilation of the Collision Response logic and can easily avoid overlapping or traversing objects. The collision detection of discrete points is not so friendly. When the collision is detected, the two objects already overlap. If there are triangle mesh objects, many triangles already overlap, how to separate two overlapping objects and exercise in a proper way is a challenge. Although continuous collision detection is the most natural method, its implementation is very complicated and Its computing overhead is also large, therefore, most mature physical engines and collision detection engines still adopt discrete point-based collision detection. To avoid the overlap between objects or cross each other, most of them adopt relatively small simulated step sizes.

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