chore: Removed Old Physics Checks & Resolvers

This commit is contained in:
Syntriax 2024-01-23 12:19:13 +03:00
parent 4ae9578123
commit 64205353e5
1 changed files with 0 additions and 72 deletions

View File

@ -48,80 +48,8 @@ public class PhysicsEngine2D : IPhysicsEngine2D
foreach (var rigidBody in rigidBodies) foreach (var rigidBody in rigidBodies)
StepRigidBody(rigidBody, intervalDeltaTime); StepRigidBody(rigidBody, intervalDeltaTime);
foreach (var collider in colliders) foreach (var collider in colliders)
collider.Recalculate(); collider.Recalculate();
for (int i = colliders.Count - 1; i >= 0; i--)
CheckCollisions(colliders[i], colliders, (collider1, collider2, collisionVertex) =>
ResolveCollision(collider1, collider2, collisionVertex, intervalDeltaTime)
);
}
}
private void ResolveCollision(ICollider2D c1, ICollider2D c2, Vector2D vertex, float intervalDeltaTime)
{
if (c1.RigidBody2D is not IRigidBody2D)
return;
Line vertexTrajectory = new Line(vertex - c1.RigidBody2D.Velocity * intervalDeltaTime, vertex);
if (vertexTrajectory.LengthSquared <= 0.001f)
return;
c2.Vertices.ToLines(lines);
Vector2D normal = Vector2D.Up;
float t = 1f;
bool hasIntersectedWithLines = false;
foreach (var line in lines)
{
if (!vertexTrajectory.Intersects(line, out Vector2D? intersectionPoint))
continue;
if (intersectionPoint is not Vector2D ip)
continue;
float tTemp = vertexTrajectory.GetT(ip);
if (tTemp > t) // React to the earliest collision value
continue;
t = tTemp;
Vector2D lineDirection = line.Direction;
normal = new(lineDirection.Y, lineDirection.X);
hasIntersectedWithLines = true;
}
if (!hasIntersectedWithLines)
return;
float rewindInterval = intervalDeltaTime - t * intervalDeltaTime;
StepRigidBody(c1.RigidBody2D, -rewindInterval);
c1.RigidBody2D.Velocity = Vector2D.Reflect(c1.RigidBody2D.Velocity, normal);
StepRigidBody(c1.RigidBody2D, rewindInterval);
}
private void CheckCollisions(ICollider2D collider2D, List<ICollider2D> collider2Ds, Action<ICollider2D, ICollider2D, Vector2D> OnCollisionDetectedAction)
{
for (int i = 0; i < collider2Ds.Count; i++)
{
ICollider2D collider2DItem = collider2Ds[i];
if (collider2DItem == collider2D)
continue;
for (int y = 0; y < collider2D.Vertices.Count; y++)
{
Vector2D vertex = collider2D.Vertices[y];
if (collider2DItem.CheckCollision(vertex))
{
OnCollisionDetectedAction?.Invoke(collider2D, collider2DItem, vertex);
OnCollisionDetectedAction?.Invoke(collider2DItem, collider2D, vertex);
collider2D.Recalculate();
collider2DItem.Recalculate();
y--;
}
}
} }
} }