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@ -66,7 +66,7 @@ public class Game1 : Game
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engine.AddRigidBody(gameObjectBall.BehaviourController.AddBehaviour<RigidBody2D>());
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gameObjectBall.BehaviourController.AddBehaviour<MovementBallBehaviour>(new Vector2(.1f, .01f), 500f);
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gameObjectBall.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(spriteBall);
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gameObjectBall.BehaviourController.AddBehaviour<Collider2DAABBBehaviour>().AABBLocal = new AABB(-Vector2.One * 512f, Vector2.One * 512f);
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gameObjectBall.BehaviourController.AddBehaviour<Collider2DAABBBehaviour>().AABBLocal = new AABB(-Vector2.One * 512f * .5f, Vector2.One * 512f * .5f);
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IGameObject gameObjectLeft = gameManager.InstantiateGameObject<GameObject>();
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gameObjectLeft.Name = "Left";
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@ -51,9 +51,9 @@ public class Collider2DAABBBehaviour : BehaviourOverride, ICollider2D
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vertices.Clear();
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vertices.Add(AABBWorld.LowerBoundary);
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vertices.Add(new(AABBWorld.LowerBoundary.X, AABBWorld.UpperBoundary.Y));
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vertices.Add(new Vector2(AABBWorld.LowerBoundary.X, AABBWorld.UpperBoundary.Y));
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vertices.Add(AABBWorld.UpperBoundary);
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vertices.Add(new(AABBWorld.LowerBoundary.Y, AABBWorld.UpperBoundary.X));
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vertices.Add(new Vector2(AABBWorld.UpperBoundary.X, AABBWorld.LowerBoundary.Y));
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}
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public Collider2DAABBBehaviour(Vector2 lowerBoundary, Vector2 upperBoundary)
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@ -3,11 +3,7 @@ using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Pong;
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using Syntriax.Engine.Core;
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using Syntriax.Engine.Core.Abstract;
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using Syntriax.Engine.Graphics.TwoDimensional;
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using Syntriax.Engine.Physics2D.Abstract;
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namespace Syntriax.Engine.Physics2D;
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@ -41,6 +37,8 @@ public class PhysicsEngine2D : IPhysicsEngine2D
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rigidBodies.Remove(rigidBody);
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}
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// List<IGameObject> gameObjects = new List<IGameObject>();
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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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@ -54,25 +52,38 @@ public class PhysicsEngine2D : IPhysicsEngine2D
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foreach (var collider in colliders)
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collider.Recalculate();
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// foreach (var gameObject in gameObjects)
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// Game1.gameManager.RemoveGameObject(gameObject);
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// gameObjects.Clear();
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// foreach (var collider in colliders)
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// foreach (var vertex in collider.Vertices)
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// {
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// GameObject gameObject = Game1.gameManager.InstantiateGameObject<GameObject>();
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// gameObject.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(Game1.spriteBox);
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// gameObject.Transform.Position = vertex;
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// gameObjects.Add(gameObject);
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// }
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for (int i = colliders.Count - 1; i >= 0; i--)
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CheckCollisions(colliders[i], colliders, (c1, c2) =>
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{
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if (c1.RigidBody2D is IRigidBody2D c1RigidBody) c1RigidBody.Velocity = -c1RigidBody.Velocity;
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if (c2.RigidBody2D is IRigidBody2D c2RigidBody) c2RigidBody.Velocity = -c2RigidBody.Velocity;
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if (c1.RigidBody2D is IRigidBody2D c1RigidBody) { c1RigidBody.Velocity = -c1RigidBody.Velocity; StepRigidBody(c1RigidBody, intervalDeltaTime); c1.Recalculate(); }
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if (c2.RigidBody2D is IRigidBody2D c2RigidBody) { c2RigidBody.Velocity = -c2RigidBody.Velocity; StepRigidBody(c2RigidBody, intervalDeltaTime); c2.Recalculate(); }
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});
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}
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}
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private void CheckCollisions(ICollider2D collider2D, List<ICollider2D> collider2Ds, Action<ICollider2D, ICollider2D> OnCollisionDetectedAction)
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{
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for (int i = collider2Ds.Count - 1; i >= 0; i--)
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for (int i = 0; i < collider2Ds.Count; i++)
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{
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ICollider2D collider2DItem = collider2Ds[i];
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if (collider2DItem == collider2D)
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continue;
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foreach (var vertex in collider2DItem.Vertices)
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if (collider2D.CheckCollision(vertex))
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for (int y = 0; y < collider2DItem.Vertices.Count; y++)
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if (collider2D.CheckCollision(collider2DItem.Vertices[y]))
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OnCollisionDetectedAction?.Invoke(collider2D, collider2DItem);
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}
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}
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