2023-11-30 17:52:09 +03:00
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using System;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Syntriax.Engine.Core.Abstract;
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using Syntriax.Engine.Physics2D.Abstract;
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namespace Syntriax.Engine.Physics2D;
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public class PhysicsEngine2D : IPhysicsEngine2D
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{
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private IList<IRigidBody2D> rigidBodies = new List<IRigidBody2D>(32);
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private IList<ICollider2D> colliders = new List<ICollider2D>(64);
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private int _iterationCount = 1;
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public int IterationCount { get => _iterationCount; set => _iterationCount = value < 1 ? 1 : value; }
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public void AddRigidBody(IRigidBody2D rigidBody)
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{
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if (rigidBodies.Contains(rigidBody))
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return;
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rigidBodies.Add(rigidBody);
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foreach (var collider2D in rigidBody.BehaviourController.GetBehaviours<ICollider2D>())
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colliders.Add(collider2D);
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rigidBody.BehaviourController.OnBehaviourAdded += OnBehaviourAdded;
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rigidBody.BehaviourController.OnBehaviourRemoved += OnBehaviourRemoved;
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}
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public void RemoveRigidBody(IRigidBody2D rigidBody)
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{
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rigidBodies.Remove(rigidBody);
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}
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public void Step(float deltaTime)
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{
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float intervalDeltaTime = deltaTime / IterationCount;
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for (int i = 0; i < IterationCount; i++)
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{
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foreach (var rigidBody in rigidBodies)
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2023-12-04 23:55:43 +03:00
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StepRigidBody(rigidBody, intervalDeltaTime);
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2023-11-30 17:52:09 +03:00
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2023-12-01 17:42:07 +03:00
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foreach (var collider in colliders)
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collider.RecalculateVertices();
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2023-11-30 17:52:09 +03:00
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for (int colliderIX = 0; colliderIX < colliders.Count; colliderIX++)
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{
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ICollider2D colliderX = colliders[colliderIX];
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for (int colliderIY = colliderIX + 1; colliderIY < colliders.Count; colliderIY++)
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2023-12-04 23:55:43 +03:00
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for (int verticesIndex = 0; verticesIndex < colliderX.Vertices.Count; verticesIndex++)
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2023-12-01 17:42:07 +03:00
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{
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2023-12-04 23:55:43 +03:00
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if (!colliders[colliderIY].CheckCollision(colliderX.Vertices[verticesIndex], colliderX, out var collisionInformation))
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2023-12-01 17:42:07 +03:00
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continue;
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2023-12-04 23:55:43 +03:00
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ICollider2D colliderY = colliders[colliderIY];
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if (colliderX.BehaviourController.TryGetBehaviour(out IRigidBody2D? rigidX))
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2023-12-04 17:48:22 +03:00
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{
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2023-12-04 23:55:43 +03:00
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Vector2 xVertex = colliderX.Vertices[verticesIndex];
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Vector2 edgeDirection = new Vector2(collisionInformation.Normal.Y, collisionInformation.Normal.X);
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Vector2 p1 = xVertex - rigidX.Velocity * intervalDeltaTime;
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float t = IntersectionParameterT(collisionInformation.ContactPosition - edgeDirection * 100f, collisionInformation.ContactPosition + edgeDirection * 100f, xVertex, p1);
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Vector2 vertexNewPosition = Vector2.Lerp(xVertex, p1, t);
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2023-12-04 17:48:22 +03:00
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rigidX.Velocity = Vector2.Reflect(rigidX.Velocity, collisionInformation.Normal);
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2023-12-04 23:55:43 +03:00
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rigidX.Transform.Position -= xVertex - vertexNewPosition;
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2023-12-04 17:48:22 +03:00
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2023-12-04 23:55:43 +03:00
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StepRigidBody(rigidX, intervalDeltaTime * (1f - t));
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colliders[colliderIX].RecalculateVertices();
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2023-12-04 17:48:22 +03:00
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}
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2023-12-04 13:35:31 +03:00
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2023-12-04 23:55:43 +03:00
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Console.WriteLine($"/////////////////////////////////////////////");
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2023-12-04 13:14:23 +03:00
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// Console.WriteLine($"Collision");
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2023-12-01 17:42:07 +03:00
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}
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2023-11-30 17:52:09 +03:00
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}
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}
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}
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2023-12-04 23:55:43 +03:00
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private static void StepRigidBody(IRigidBody2D rigidBody, float intervalDeltaTime)
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{
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Vector2 nextPosition = rigidBody.Transform.Position;
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nextPosition += rigidBody.Velocity * intervalDeltaTime;
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rigidBody.Transform.Position = nextPosition;
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}
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private float IntersectionParameterT(Vector2 p0, Vector2 p1, Vector2 q0, Vector2 q1)
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{
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// Solve the linear interpolation equation for 't'
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float t = ((q0.X - p0.X) * (p1.Y - p0.Y) - (q0.Y - p0.Y) * (p1.X - p0.X)) /
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((q1.Y - q0.Y) * (p1.X - p0.X) - (q1.X - q0.X) * (p1.Y - p0.Y));
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return t;
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}
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2023-11-30 17:52:09 +03:00
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private void OnBehaviourAdded(IBehaviourController controller, IBehaviour behaviour)
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{
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if (behaviour is not ICollider2D collider2D)
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return;
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colliders.Add(collider2D);
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}
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private void OnBehaviourRemoved(IBehaviourController controller, IBehaviour behaviour)
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{
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if (behaviour is not ICollider2D collider2D)
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return;
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colliders.Remove(collider2D);
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}
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}
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