Animation effect 7: collision animation, animation effect collision
The animation effect described in this section is a collision animation, that is, the Collision Effect of a simulated or simulated real object. Let's take a look.
Animation Effect Analysis:
1. There are two forms of the same View (self and opponent),
Cocos2d-x-3.3-020-Collision Detection 2-physical engine, cocos2d Collision Detection
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Principle
I don't understand. I didn't have a deep research into the physical engine... But it can be used.
Demo and source code
Based on cocos 3.4 final
Https://github.com/cheyiliu/CollisionDetec
(1) The uidynammic use is divided into three steps:--Create an emulator (by the way define the simulation scope) (lazy load definition available)--Create simulation behavior (by adding simulation elements by the way)--Add simulation behavior to the emulator(2) Here are examples of the combination of gravity behavior and collision behavior#import "ViewController.h" @interface Viewcontroller () @property (weak, nonatomic) Iboutlet UIView *rectview; @pro
HT for Web visual QuadTree quad-Tree Collision Detection and quadtree Collision Detection
A QuadTree tree is a tree-like data structure. Each node has four child nodes, which can recursively split two-dimensional planes into subareas. QuadTree is often used for spatial database indexing, 3D visible area cropping of vertebral bodies, and even image analysis. Today we are introducing the
JavaScript code sharing for collision detection special effects and js Code for collision detection Special Effects
I encapsulated the collision detection by myself. Let's take a look at the demo of the instance and look at the encapsulation.
Function Encapsulation
Function isCrash (obj1, obj2) {var boolCrash = true; // assuming true is the
JS implements collision detection method analysis, and js implements Collision Detection
This article describes how to implement Collision Detection in JavaScript. We will share this with you for your reference. The details are as follows:
A simple Collision Detection example is used to check whether div1 is in conflic
JS-Collision Detection and Collision Detection
A simple Collision Detection example is used to check whether div1 is in conflict with div2. When div1 encounters div2, it changes the color of div2.
Take a look at the analysis diagram:
When div1 is active in a region above div2 (t2 ),
When div1 is active in the right line (r2) of div2 in the right area
When d
Application of physics knowledge in iOS Animation: Angry Birds-Collision Detection and ios Collision DetectionCollision Detection
Source code: https://github.com/Esdeath/07-13-
I believe that iOS players are more or less familiar with the ball play game. The trajectory of a different point can be changed. For many people, if they do not know the idea, they may think that the ball hits the screen, and it see
The collision between 3D objects is similar to that of 2D objects. It calculates the distance between objects based on coordinates and determines whether a collision is performed. The following is a simple column. My column is relatively limited and simple, just to illustrate this method. You can refer to the method for improvement. Let's take a look at the code.
Package yy. cal; import android. a
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. A collision body is a class of physical components that are added to a game object with a rigid body to trigger collisions. If two rigid bodies collide with each other, the physical engine calculates collisions unless two objects have collisions, and in a phy
Collision Body component additions and settings in 3D physical componentsColliding bodies are a class of physical components, and 3D physical components and 2D physical components have unique collider components that are added to the game object with a rigid body to trigger collisions. If two rigid bodies collide with each other, the physical engine calculates collisions unless two objects have collisions, and in a physical simulation, the first exper
Collision and sleep
As mentioned in the previous note, when the game object is given a rigid body component, this component may be subject to a collision. Once a rigid body starts to move, the system method will monitor the collision status of the rigid body. Generally, there are three types of Rigid Body Collisions: Entry c
Collision and sleep
As mentioned in the previous note, when the game object is given a rigid body component, this component may be subject to a collision. Once the rigid body starts to move, the system method will monitor the collision status of the rigid body. Generally, there are three types of Rigid Body Collisions: Entry
from Beginner to Mastery") explains the following:A collision body is a class of physical components that are added to a game object with a rigid body to trigger collisions. If two rigid bodies collide with each other, the physical engine calculates collisions unless two objects have collisions, and in a physical simulation, the first experience without the collider crosses each other.The individual is so understanding, why to judge the
First, Introduction
This post describes PCD (Proximity coupling Device) using iso14443-3 Type a protocol to detect the matching PICC (Polling for Proximity Cards) command and anti-collision process (Anticollision proccess).
Second, Command 2.1ReqaAndWuqa2.1.1 Command Summary
The REQA command and the Wupa command are PCD used to detect whether the type a card is in radio frequency field (RF). The difference is that the REQA comma
First, say the conditions of the collision: 1.rigidbody (rigid body), generally used on active moving objects, such as characters. 2.collider, collider, typically used on a force object, such as a barrier block.The probability of occurrence is the trigger mode:1. Rigid body speed is fast enough, the collider of the object being bumped is thin enough.2. The speed of the rigid body at a certain V, the object is also at a certain speed V (the object can
Collision Detection on3DThe game is crucial. A good collision detection requires that the characters can be smoothly moved in the scene, and the steps within a certain height can automatically go up, while the high steps block people, when a slope with a small slope can be up, the slope is too large to block people, in the case of various forward direction is blocked, we should try to let the characters sli
For more information, see the manual refrernce in unity3d. You can refer to the following tables:Several types of Referer:
1. Static collision Server: Only the collision tool, but no rigid body
2. Rigid Body collision: Collision tool with Rigidbody. This is the most basic collision
Most of the time, when our protagonists collide with other gameobject, we need to do something special, such as bullets hitting the enemy and the enemy having to perform a series of actions. At this point, we need to detect the collision phenomenon, that is, collision detection. This article, I come to specifically talk about their own collision detection, I hope
1.BOX2D Collision Filtering Implementation mechanismIn box2d, collision filtering is achieved through the design of a flag bit and a mask. There are two markers and one group index, respectively
Categorybits category Flag Bit
Maskbits Mask Flag bit
Groupindex Group Index
These three attributes play an important role in the collision f
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