Test
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@ -69,15 +69,23 @@ public class Game1 : Game
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gameObjectBall.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(spriteBall);
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gameObjectBall.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(spriteBall);
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IGameObject gameObjectBall2 = gameManager.InstantiateGameObject<GameObject>();
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IGameObject gameObjectBall2 = gameManager.InstantiateGameObject<GameObject>();
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gameObjectBall2.Name = "Ball2";
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gameObjectBall2.Name = "Ball2";
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gameObjectBall2.Transform.Position = Vector2.UnitY * -40;
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gameObjectBall2.Transform.Position = Vector2.UnitY * -50f;
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gameObjectBall2.Transform.Scale = new Vector2(1f / 51.2f, 1f / 51.2f);
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gameObjectBall2.Transform.Scale = new Vector2(1f / 51.2f, 1f / 51.2f);
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RigidBody2D rigidBody = gameObjectBall2.BehaviourController.AddBehaviour<RigidBody2D>();
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RigidBody2D rigidBody = gameObjectBall2.BehaviourController.AddBehaviour<RigidBody2D>();
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rigidBody.Velocity = Vector2.UnitY * 10f;
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rigidBody.Velocity = Vector2.UnitY * 100f;
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engine.AddRigidBody(rigidBody);
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engine.AddRigidBody(rigidBody);
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gameObjectBall2.BehaviourController.AddBehaviour<Collider2DBehaviour>((System.Collections.Generic.IList<Vector2>)[new Vector2(1, 1) * 5f, new Vector2(-1, 1) * 5f, new Vector2(1, -1) * 5f, new Vector2(-1, -1) * 5f]);
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gameObjectBall2.BehaviourController.AddBehaviour<Collider2DBehaviour>((System.Collections.Generic.IList<Vector2>)[new Vector2(1, 1) * 5f, new Vector2(-1, 1) * 5f, new Vector2(1, -1) * 5f, new Vector2(-1, -1) * 5f]);
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// gameObjectBall2.BehaviourController.AddBehaviour<MovementBallBehaviour>(new Vector2(.1f, .1f), playAreaBehaviour, 100f);
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// gameObjectBall2.BehaviourController.AddBehaviour<MovementBallBehaviour>(new Vector2(.1f, .1f), playAreaBehaviour, 100f);
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gameObjectBall2.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(spriteBall);
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gameObjectBall2.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(spriteBall);
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IGameObject gameObjectBall3 = gameManager.InstantiateGameObject<GameObject>();
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gameObjectBall3.Name = "Ball";
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gameObjectBall3.Transform.Position = Vector2.UnitY * -120f + Vector2.UnitX * 10f;
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gameObjectBall3.Transform.Scale = new Vector2(1f / 51.2f, 1f / 51.2f);
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engine.AddRigidBody(gameObjectBall3.BehaviourController.AddBehaviour<RigidBody2D>());
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gameObjectBall3.BehaviourController.AddBehaviour<Collider2DBehaviour>((System.Collections.Generic.IList<Vector2>)[new Vector2(1, 1) * 5f, new Vector2(-1, 1) * 5f, new Vector2(1, -1) * 5f, new Vector2(-1, -1) * 5f]);
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// gameObjectBall3.BehaviourController.AddBehaviour<MovementBallBehaviour>(new Vector2(.1f, .1f), playAreaBehaviour, 100f);
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gameObjectBall3.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(spriteBall);
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// IGameObject gameObjectLeft = gameManager.InstantiateGameObject<GameObject>();
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// IGameObject gameObjectLeft = gameManager.InstantiateGameObject<GameObject>();
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// gameObjectLeft.Name = "Left";
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// gameObjectLeft.Name = "Left";
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// gameObjectLeft.Transform.Position = new Vector2(-452, 0f);
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// gameObjectLeft.Transform.Position = new Vector2(-452, 0f);
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@ -1,6 +1,6 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Syntriax.Engine.Core.Abstract;
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using Syntriax.Engine.Core.Abstract;
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@ -9,6 +9,8 @@ namespace Syntriax.Engine.Physics2D.Abstract;
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public interface ICollider2D : IBehaviour, IAssignableTransform
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public interface ICollider2D : IBehaviour, IAssignableTransform
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{
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{
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IRigidBody2D? RigidBody2D { get; }
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Action<ICollider2D, ICollider2D>? OnCollision { get; set; }
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Action<ICollider2D, ICollider2D>? OnCollision { get; set; }
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Vector2 OffsetPosition { get; set; }
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Vector2 OffsetPosition { get; set; }
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@ -17,7 +19,7 @@ public interface ICollider2D : IBehaviour, IAssignableTransform
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IReadOnlyList<Vector2> Vertices { get; }
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IReadOnlyList<Vector2> Vertices { get; }
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bool CheckCollision(Vector2 point, ICollider2D otherCollider);
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bool CheckCollision(Vector2 point, ICollider2D otherCollider, out Vector2 normal);
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void RecalculateVertices();
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void RecalculateVertices();
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}
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}
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@ -1,6 +1,7 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Collections.ObjectModel;
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using System.Diagnostics.CodeAnalysis;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Syntriax.Engine.Core;
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using Syntriax.Engine.Core;
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@ -13,26 +14,46 @@ public class Collider2DBehaviour(IList<Vector2> vertices) : BehaviourOverride, I
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{
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{
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private List<Triangle> triangles = new List<Triangle>(32);
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private List<Triangle> triangles = new List<Triangle>(32);
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private readonly List<Vector2> _vertices = new List<Vector2>(32);
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private readonly List<Vector2> _vertices = new List<Vector2>(32);
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private IRigidBody2D? _rigidBody2D = null;
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public Action<IAssignableTransform>? OnTransformAssigned { get => GameObject.OnTransformAssigned; set => GameObject.OnTransformAssigned = value; }
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public Action<IAssignableTransform>? OnTransformAssigned { get => GameObject.OnTransformAssigned; set => GameObject.OnTransformAssigned = value; }
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public Action<ICollider2D, ICollider2D>? OnCollision { get; set; } = null;
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public Action<ICollider2D, ICollider2D>? OnCollision { get; set; } = null;
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private IList<Vector2> verticesOriginal { get; } = vertices;
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public Vector2 OffsetPosition { get; set; } = Vector2.Zero;
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public Vector2 OffsetPosition { get; set; } = Vector2.Zero;
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public Vector2 OffsetScale { get; set; } = Vector2.One;
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public Vector2 OffsetScale { get; set; } = Vector2.One;
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public float OffsetRotation { get; set; } = 0f;
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public float OffsetRotation { get; set; } = 0f;
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ITransform IAssignableTransform.Transform => Transform;
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ITransform IAssignableTransform.Transform => Transform;
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public IReadOnlyList<Vector2> Vertices => _vertices;
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public IRigidBody2D? RigidBody2D
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{
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get
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{
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if (_rigidBody2D is null)
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BehaviourController.TryGetBehaviour(out _rigidBody2D);
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return _rigidBody2D;
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}
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}
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public bool Assign(ITransform transform) => GameObject.Assign(transform);
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public bool Assign(ITransform transform) => GameObject.Assign(transform);
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public bool CheckCollision(Vector2 point, ICollider2D otherCollider)
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public bool CheckCollision(Vector2 point, ICollider2D otherCollider, out Vector2 normal)
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{
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{
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normal = Vector2.Zero;
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foreach (var triangle in triangles)
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foreach (var triangle in triangles)
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{
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{
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if (!isInside(point, triangle))
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if (!isInside(point, triangle))
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continue;
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continue;
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OnCollision?.Invoke(this, otherCollider);
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OnCollision?.Invoke(this, otherCollider);
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normal = Transform.Position - otherCollider.Transform.Position;
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return true;
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return true;
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}
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}
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@ -44,7 +65,7 @@ public class Collider2DBehaviour(IList<Vector2> vertices) : BehaviourOverride, I
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triangles.Clear();
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triangles.Clear();
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_vertices.Clear();
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_vertices.Clear();
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foreach (var vertex in VerticesOriginal)
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foreach (var vertex in verticesOriginal)
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_vertices.Add(vertex + Transform.Position);
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_vertices.Add(vertex + Transform.Position);
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Triangle superTriangle = GetSuperTriangle(_vertices);
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Triangle superTriangle = GetSuperTriangle(_vertices);
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@ -227,7 +248,4 @@ public class Collider2DBehaviour(IList<Vector2> vertices) : BehaviourOverride, I
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return result;
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return result;
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}
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}
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public IList<Vector2> VerticesOriginal { get; } = vertices;
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public IReadOnlyList<Vector2> Vertices => _vertices;
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}
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}
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@ -0,0 +1,12 @@
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using Microsoft.Xna.Framework;
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using Syntriax.Engine.Physics2D.Abstract;
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namespace Syntriax.Engine.Physics2D;
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public record CollisionInformation
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(
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Vector2 Normal,
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float Impulse,
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IRigidBody2D? RigidBodyX,
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IRigidBody2D? RigidBodyY
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);
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@ -59,10 +59,14 @@ public class PhysicsEngine2D : IPhysicsEngine2D
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for (int colliderIY = colliderIX + 1; colliderIY < colliders.Count; colliderIY++)
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for (int colliderIY = colliderIX + 1; colliderIY < colliders.Count; colliderIY++)
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foreach (var vertex in colliderX.Vertices)
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foreach (var vertex in colliderX.Vertices)
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{
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{
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if (!colliders[colliderIY].CheckCollision(vertex, colliderX))
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if (!colliders[colliderIY].CheckCollision(vertex, colliderX, out var collisionInformation))
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continue;
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continue;
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Console.WriteLine($"Collision");
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// Console.WriteLine($"Collision");
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// if (colliders[colliderIX].BehaviourController.TryGetBehaviour(out IRigidBody2D? rigidX))
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// rigidX.Velocity = -rigidX.Velocity;
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// if (colliders[colliderIY].BehaviourController.TryGetBehaviour(out IRigidBody2D? rigidY))
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// rigidY.Velocity = -rigidY.Velocity;
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break;
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break;
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}
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}
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}
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}
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