HTML5 achieves 3D and 2D visual QuadTree quad-tree collision detection. HTML5 achieves 3D and 2D visualization QuadTree quad-tree collision detection QuadTree quad-tree as the name suggests is a tree data structure, each of which has four child nodes, supports 2D plane recursion and HTML5 for 3D and 2D visualization Qu
Reprint Please specify source: http://www.cnblogs.com/Ray1024I. OverviewThe following types of geometries are supported in DIRECT2D:A. Simple Geometry: Rectangle, rounded rectangle, ellipse;B. Path graph (path Geometry);C. Composite graphics (Composite Geometry): Graphics group, transform graphics.Recently discovered that d2d, in addition to drawing different types of geometries, has a powerful function: To determine the relationship between geometry (which is what we often call
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The collision check of this module is only limited to the detection of points and rectangles, (parallel) Rectangles and rectangles, points and circles, and circles. Therefore, this module is also very simple and can be directly combinedCodeLet's take a look:
Point and rectangle:
/*** Collision between points and rectangles**/This. Col_poi
usingUnityengine;usingSystem.Collections; Public classHitcheck:monobehaviour {///two objects can collide with the condition that two are all with collider and one of them is a rigid body. //Use this for initialization voidStart () {}//Update is called once per frame voidUpdate () {}/////////////////Trigger//////////////////// //just entering the trigger range. voidOntriggerenter (Collider other) {print ("Enter trigger range"); } //stays within the trigger range voidOntriggersta
First, to create a collision you must add a rigid body (rigidbody) and a collider to the game object, which allows the body to move under physical influence.Two, two objects must have a collider (Collider), where an object must also have a rigidbody rigid body.Thirdly, in Unity3d, there are two ways to detect collisions, one is to use a collider and the other is to use a trigger.1> Collider: A group of components, it contains a number of kinds, such a
effort.After reading a lot of information about collision detection and referring to some code examples, this approach was finally understood by me.To help other developers who are not proficient in math, I think I should write a brief introduction to how this algorithm works quickly. I've also introduced a demo that uses the separation axis theorem and the ActionScript 3 source code for everyone to downlo
In Cocos2d-x 3.0, the onContactBegin callback function does not respond to the problem, cocos2d Collision Detection
Well, in fact, this is a temporary release. Recently, a friend wants to make a physical game. In the past, he used box2d for physics. Well, it really takes some time to understand the essence of it, however, it is much easier to hear that this engine has been re-encapsulated once, so I tried i
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Body
BodyIn midp1.0, we cannot use collision functions as easily as the sprite class in midp2.0. We can only write code for implementation by ourselves. The common collision detection method is rectangle-based collision, because our images are
Original article, reprinted Please note:Reprinted from All-iPad.netLink:Create a brick breaker game with the corona SDK: Collision Detection
This is the second part of the series of tutorials. Click the link on the next page for the complete content:
Create a brick breaker game with the corona SDK: Application setup
Create a brick breaker game with the corona SDK: game controls
Create a brick breaker ga
Cocos2d-x tutorial (35)-3D pickup Ray-AABB Collision Detection Algorithm
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1. 3D pickup Technology
In 3D games, users can select certain objects in the 3D world for operations such as drag and drop, in this case, the program needs to convert t
OnContactBegin callback function in physical collision detection in Cocos2d-x 3.0
Well, in fact, this is a temporary release. Recently, a friend wants to make a physical game. In the past, he used box2d for physics. Well, it really takes some time to understand the essence of it, however, it is much easier to hear that this engine has been re-encapsulated once, so I tried it for a while and it seems a lot s
Ogre collision detection, accurate to the object mesh Triangle Surface
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The final project of our course is a three-dimensional game of mosquito-sucking blood. Because the volume of mosquitoes is small, and mosquitoes need to fly in 3D scenarios. Therefore, the regular model detection
-rigidbody" Four cubes in the toolbar to set
Writing Collision Detection Footsteps (PZJC.cs)
The code is as follows Public classPzjc:monobehaviour {//Use this for initialization voidStart () {}//Update is called once per frame voidUpdate () {}/// ///This method will be executed every time the game object collides/// /// can get a hit game object voidOncollisi
Now by watching video, reading to unity in the Ray collision detection, there is some understanding, here I summarize it to write down, hope to help you, but also hope that through the great God to correct the shortcomings;Ray collision detection, that is, by a certain object emitted a ray, the ray
()-> setObjectToMap (mMapManager-> getCurMapIndex () + 1, mMapManager-> getMapWidth ());}
Okay. Check the collision detection. The collision detection of box2d is maintained by the physical world. the physical world can know all collision events and handle them with a callb
Cocos2d-x 3.0 game instance learning notes the sixth step -- physical collision detection (2) -- the protagonist eat gold coins, cocos2d-x the Parkour
(Here is the reference: Xiaofeng residual month predecessors blog, he is the teiran network of the parkour tutorial, with the cocos2d-x 2.X version of rewriting, I am learning cocos2d-X3.0 so I will use cocos2d-X 3.0 rewrite, take notes
Well, based on a brief
Optimized in the afternoon
ProgramThe process caches some things, greatly improving the collision detection speed. Currently, the four 57600-sided motion teapot collision detection (six frames per frame) can be maintained at around 20 FPS in the box frame mode (note: the speed of the box frame mode on non-professional
second and second rows implements the collision event presolve and postsolve functions, which are usually not used much.We also need to add the relevant collision detection code in the layer to listen to the event. The code in helloworld. H is as follows:
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# Ifndef _ helloworld_scene_h __
# DEFINE _ helloworld_scene_h __
# Include "co
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