Engine DeMonoGame #2
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2
Engine
2
Engine
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@ -1 +1 @@
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Subproject commit 485dfcc51ea548a50eec57b003bc3cb31cfdf579
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Subproject commit 39e553ebbf61f398a3ed9a96b20f6819a197cd86
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@ -6,12 +6,12 @@ using Syntriax.Engine.Input;
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using Syntriax.Engine.Physics2D.Abstract;
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namespace Pong.Behaviours;
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public class MovementBallBehaviour(Vector2 StartDirection, float Speed) : BehaviourOverride
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public class MovementBallBehaviour(Vector2D StartDirection, float Speed) : BehaviourOverride
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{
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public Vector2 StartDirection { get; private set; } = Vector2.Normalize(StartDirection);
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public Vector2D StartDirection { get; private set; } = Vector2D.Normalize(StartDirection);
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public float Speed { get; set; } = Speed;
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protected override void OnFirstActiveFrame(GameTime time)
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protected override void OnFirstActiveFrame()
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{
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if (!BehaviourController.TryGetBehaviour(out IRigidBody2D? rigidBody))
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throw new Exception($"Where's my {nameof(IRigidBody2D)}????");
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@ -17,25 +17,25 @@ public class MovementBoxBehaviour(Keys Up, Keys Down, float High, float Low, flo
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private bool isUpPressed = false;
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private bool isDownPressed = false;
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private IKeyboardInputs inputs = null!;
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private IButtonInputs<Keys> inputs = null!;
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protected override void OnUpdate(GameTime time)
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protected override void OnUpdate()
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{
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if (isUpPressed && isDownPressed)
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return;
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if (isUpPressed)
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GameObject.Transform.Position = GameObject.Transform.Position + Vector2.UnitY * (float)time.ElapsedGameTime.TotalSeconds * Speed;
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GameObject.Transform.Position = GameObject.Transform.Position + Vector2D.Up * (float)Time.Elapsed.TotalSeconds * Speed;
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else if (isDownPressed)
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GameObject.Transform.Position = GameObject.Transform.Position + -Vector2.UnitY * (float)time.ElapsedGameTime.TotalSeconds * Speed;
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GameObject.Transform.Position = GameObject.Transform.Position + -Vector2D.Up * (float)Time.Elapsed.TotalSeconds * Speed;
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GameObject.Transform.Position = new Vector2(GameObject.Transform.Position.X, MathF.Max(MathF.Min(GameObject.Transform.Position.Y, High), Low));
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GameObject.Transform.Position = new Vector2D(GameObject.Transform.Position.X, MathF.Max(MathF.Min(GameObject.Transform.Position.Y, High), Low));
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}
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protected override void OnFirstActiveFrame(GameTime time)
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protected override void OnFirstActiveFrame()
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{
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if (!BehaviourController.TryGetBehaviour<IKeyboardInputs>(out var behaviourResult))
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throw new Exception($"{nameof(IKeyboardInputs)} is missing on ${GameObject.Name}.");
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if (!BehaviourController.TryGetBehaviour<IButtonInputs<Keys>>(out var behaviourResult))
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throw new Exception($"{nameof(IButtonInputs<Keys>)} is missing on ${GameObject.Name}.");
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inputs = behaviourResult;
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@ -55,8 +55,8 @@ public class MovementBoxBehaviour(Keys Up, Keys Down, float High, float Low, flo
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inputs.UnregisterOnRelease(Down, OnDownReleased);
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}
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private void OnUpPressed(IKeyboardInputs inputs, Keys keys) => isUpPressed = true;
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private void OnUpReleased(IKeyboardInputs inputs, Keys keys) => isUpPressed = false;
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private void OnDownPressed(IKeyboardInputs inputs, Keys keys) => isDownPressed = true;
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private void OnDownReleased(IKeyboardInputs inputs, Keys keys) => isDownPressed = false;
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private void OnUpPressed(IButtonInputs<Keys> inputs, Keys keys) => isUpPressed = true;
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private void OnUpReleased(IButtonInputs<Keys> inputs, Keys keys) => isUpPressed = false;
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private void OnDownPressed(IButtonInputs<Keys> inputs, Keys keys) => isDownPressed = true;
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private void OnDownReleased(IButtonInputs<Keys> inputs, Keys keys) => isDownPressed = false;
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}
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@ -0,0 +1,11 @@
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using System.Runtime.CompilerServices;
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using Microsoft.Xna.Framework;
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using Syntriax.Engine.Core;
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namespace Pong;
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public static class EngineConverted
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static EngineTime ToEngineTime(this GameTime gameTime) => new(gameTime.TotalGameTime, gameTime.ElapsedGameTime);
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}
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@ -26,7 +26,6 @@
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<ItemGroup>
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<ProjectReference Include="..\Engine\Engine.Core\Engine.Core.csproj" />
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<ProjectReference Include="..\Engine\Engine.Input\Engine.Input.csproj" />
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<ProjectReference Include="..\Engine\Engine.Graphics\Engine.Graphics.csproj" />
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</ItemGroup>
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<Target Name="RestoreDotnetTools" BeforeTargets="Restore">
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<Message Text="Restoring dotnet tools" Importance="High" />
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@ -1,5 +1,4 @@
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using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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@ -19,7 +18,9 @@ public class Game1 : Game
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private PhysicsEngine2D engine;
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private SpriteBatch _spriteBatch = null!;
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public static GameManager gameManager = null!;
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public static Sprite spriteBox = null!;
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// public static Sprite spriteBox = null!;
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private MonoGameCameraBehaviour cameraBehaviour;
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public Game1()
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{
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@ -49,16 +50,16 @@ public class Game1 : Game
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{
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_spriteBatch = new SpriteBatch(GraphicsDevice);
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spriteBox = new Sprite() { Texture2D = Content.Load<Texture2D>("Sprites/Pixel") };
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Sprite spriteBall = new Sprite() { Texture2D = Content.Load<Texture2D>("Sprites/Circle") };
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// spriteBox = new Sprite() { Texture2D = Content.Load<Texture2D>("Sprites/Pixel") };
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// Sprite spriteBall = new Sprite() { Texture2D = Content.Load<Texture2D>("Sprites/Circle") };
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IGameObject gameObjectCamera = gameManager.InstantiateGameObject<GameObject>();
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gameObjectCamera.Name = "Camera";
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gameObjectCamera.Transform.Position = Vector2D.Zero;
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MonoGameCameraBehaviour monoGameCameraBehaviour = gameObjectCamera.BehaviourController.AddBehaviour<MonoGameCameraBehaviour>();
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monoGameCameraBehaviour.Viewport = GraphicsDevice.Viewport;
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gameManager.Camera = monoGameCameraBehaviour;
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cameraBehaviour = gameObjectCamera.BehaviourController.AddBehaviour<MonoGameCameraBehaviour>();
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cameraBehaviour.Viewport = GraphicsDevice.Viewport;
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gameManager.Camera = cameraBehaviour;
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GameObject gameObjectBall = gameManager.InstantiateGameObject<GameObject>();
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gameObjectBall.Name = "Ball";
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@ -67,7 +68,7 @@ public class Game1 : Game
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engine.AddRigidBody(gameObjectBall.BehaviourController.AddBehaviour<RigidBody2D>());
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gameObjectBall.BehaviourController.AddBehaviour<MovementBallBehaviour>(new Vector2D(.1f, .1f), 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 * .5f, Vector2.One * 512f * .5f);
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gameObjectBall.BehaviourController.AddBehaviour<Collider2DAABBBehaviour>().AABBLocal = new AABB(-Vector2D.One * 512f * .5f, Vector2D.One * 512f * .5f);
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// gameObjectBall = gameManager.InstantiateGameObject<GameObject>();
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// gameObjectBall.Name = "Ball";
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// gameObjectBall.Transform.Position = Vector2D.UnitY * 30f;
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@ -102,26 +103,26 @@ public class Game1 : Game
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goPlayAreaTop.Transform.Position = new Vector2D(0f, 288f + 20f);
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goPlayAreaTop.Transform.Scale = new Vector2D(10240f, 40f);
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// goPlayAreaTop.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(spriteBox);
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goPlayAreaTop.BehaviourController.AddBehaviour<Collider2DAABBBehaviour>().AABBLocal = new AABB(-Vector2D.One * .5f, Vector2D.One * .5f);
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// goPlayAreaTop.BehaviourController.AddBehaviour<Collider2DAABBBehaviour>().AABBLocal = new AABB(-Vector2D.One * .5f, Vector2D.One * .5f);
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engine.AddRigidBody(goPlayAreaTop.BehaviourController.AddBehaviour<RigidBody2D>());
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IGameObject goPlayAreaBottom = gameManager.InstantiateGameObject<GameObject>();
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goPlayAreaBottom.Transform.Position = new Vector2D(0f, -(288f + 20f));
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goPlayAreaBottom.Transform.Scale = new Vector2D(10240f, 40f);
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// goPlayAreaBottom.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(spriteBox);
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goPlayAreaBottom.BehaviourController.AddBehaviour<Collider2DAABBBehaviour>().AABBLocal = new AABB(-Vector2D.One * .5f, Vector2D.One * .5f);
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// goPlayAreaBottom.BehaviourController.AddBehaviour<Collider2DAABBBehaviour>().AABBLocal = new AABB(-Vector2D.One * .5f, Vector2D.One * .5f);
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engine.AddRigidBody(goPlayAreaBottom.BehaviourController.AddBehaviour<RigidBody2D>());
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IGameObject goPlayAreaRight = gameManager.InstantiateGameObject<GameObject>();
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goPlayAreaRight.Transform.Position = new Vector2D(512f + 20f, 0f);
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goPlayAreaRight.Transform.Scale = new Vector2D(40f, 5760f);
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// goPlayAreaRight.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(spriteBox);
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goPlayAreaRight.BehaviourController.AddBehaviour<Collider2DAABBBehaviour>().AABBLocal = new AABB(-Vector2D.One * .5f, Vector2D.One * .5f);
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// goPlayAreaRight.BehaviourController.AddBehaviour<Collider2DAABBBehaviour>().AABBLocal = new AABB(-Vector2D.One * .5f, Vector2D.One * .5f);
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engine.AddRigidBody(goPlayAreaRight.BehaviourController.AddBehaviour<RigidBody2D>());
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IGameObject goPlayAreaLeft = gameManager.InstantiateGameObject<GameObject>();
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goPlayAreaLeft.Transform.Position = new Vector2D(-(512f + 20f), 0f);
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goPlayAreaLeft.Transform.Scale = new Vector2D(40f, 5760f);
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// goPlayAreaLeft.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(spriteBox);
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goPlayAreaLeft.BehaviourController.AddBehaviour<Collider2DAABBBehaviour>().AABBLocal = new AABB(-Vector2D.One * .5f, Vector2D.One * .5f);
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// goPlayAreaLeft.BehaviourController.AddBehaviour<Collider2DAABBBehaviour>().AABBLocal = new AABB(-Vector2D.One * .5f, Vector2D.One * .5f);
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engine.AddRigidBody(goPlayAreaLeft.BehaviourController.AddBehaviour<RigidBody2D>());
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// IGameObject goPlayAreaCenter = gameManager.InstantiateGameObject<GameObject>();
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@ -132,7 +133,7 @@ public class Game1 : Game
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// TODO: use this.Content to load your game content here
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}
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protected override void Update(Microsoft.Xna.Framework.GameTime gameTime)
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protected override void Update(GameTime gameTime)
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{
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
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Exit();
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@ -148,21 +149,21 @@ public class Game1 : Game
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_graphics.IsFullScreen = true;
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_graphics.ApplyChanges();
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float previousScreenSize = MathF.Sqrt(MathF.Pow(gameManager.Camera.Viewport.Width, 2f) + MathF.Pow(gameManager.Camera.Viewport.Height, 2f));
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float previousScreenSize = MathF.Sqrt(MathF.Pow(cameraBehaviour.Viewport.Width, 2f) + MathF.Pow(cameraBehaviour.Viewport.Height, 2f));
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float currentScreenSize = MathF.Sqrt(MathF.Pow(GraphicsDevice.Viewport.Width, 2f) + MathF.Pow(GraphicsDevice.Viewport.Height, 2f));
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gameManager.Camera.Zoom /= previousScreenSize / currentScreenSize;
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gameManager.Camera.Viewport = GraphicsDevice.Viewport;
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cameraBehaviour.Zoom /= previousScreenSize / currentScreenSize;
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cameraBehaviour.Viewport = GraphicsDevice.Viewport;
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}
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if (Keyboard.GetState().IsKeyDown(Keys.U))
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gameManager.Camera.Zoom += gameTime.ElapsedGameTime.Nanoseconds * 0.00025f;
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cameraBehaviour.Zoom += gameTime.ElapsedGameTime.Nanoseconds * 0.00025f;
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if (Keyboard.GetState().IsKeyDown(Keys.J))
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gameManager.Camera.Zoom -= gameTime.ElapsedGameTime.Nanoseconds * 0.00025f;
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cameraBehaviour.Zoom -= gameTime.ElapsedGameTime.Nanoseconds * 0.00025f;
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if (Keyboard.GetState().IsKeyDown(Keys.Q))
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gameManager.Camera.Transform.Rotation += gameTime.ElapsedGameTime.Nanoseconds * 0.000025f;
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cameraBehaviour.BehaviourController.GameObject.Transform.Rotation += gameTime.ElapsedGameTime.Nanoseconds * 0.000025f;
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if (Keyboard.GetState().IsKeyDown(Keys.E))
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gameManager.Camera.Transform.Rotation -= gameTime.ElapsedGameTime.Nanoseconds * 0.000025f;
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cameraBehaviour.BehaviourController.GameObject.Transform.Rotation -= gameTime.ElapsedGameTime.Nanoseconds * 0.000025f;
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if (Keyboard.GetState().IsKeyDown(Keys.N))
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{
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@ -210,7 +211,7 @@ public class Game1 : Game
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// physicsTimer += 0.01f;
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// engine.Step(.01f);
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// }
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gameManager.Update(gameTime);
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gameManager.Update(gameTime.ToEngineTime());
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base.Update(gameTime);
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}
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static float physicsTimer = 0f;
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@ -224,9 +225,9 @@ public class Game1 : Game
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// Console.WriteLine($"Pos: {gameManager.Camera.Position}");
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// TODO: Add your drawing code here
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gameManager.PreDraw(gameTime);
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gameManager.PreDraw();
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gameManager.Camera.Update();
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gameManager.Draw(_spriteBatch);
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// gameManager.Draw(_spriteBatch);
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base.Draw(gameTime);
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}
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@ -1,8 +1,7 @@
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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;
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using Syntriax.Engine.Core.Abstract;
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namespace Syntriax.Engine.Physics2D.Abstract;
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@ -13,8 +12,8 @@ public interface ICollider2D : IBehaviour, IAssignableTransform
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IRigidBody2D? RigidBody2D { get; }
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IList<Vector2> Vertices { get; }
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IList<Vector2D> Vertices { get; }
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bool CheckCollision(Vector2 point);
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bool CheckCollision(Vector2D point);
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void Recalculate();
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}
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@ -1,5 +1,4 @@
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using Microsoft.Xna.Framework;
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using Syntriax.Engine.Core;
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using Syntriax.Engine.Core.Abstract;
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namespace Syntriax.Engine.Physics2D.Abstract;
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@ -8,7 +7,7 @@ public interface IRigidBody2D : IBehaviour, IAssignableTransform
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{
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IPhysicsMaterial2D Material { get; set; }
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Vector2 Velocity { get; set; }
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Vector2D Velocity { get; set; }
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float AngularVelocity { get; set; }
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float Mass { get; set; }
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@ -1,8 +1,6 @@
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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;
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using Syntriax.Engine.Core.Abstract;
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using Syntriax.Engine.Physics2D.Abstract;
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@ -16,7 +14,7 @@ public class Collider2DAABBBehaviour : BehaviourOverride, ICollider2D
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public AABB AABBWorld { get; private set; } = null!;
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private IRigidBody2D? _rigidBody2D = null;
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private List<Vector2> _vertices = new List<Vector2>(4);
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private List<Vector2D> _vertices = new List<Vector2D>(4);
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public IRigidBody2D? RigidBody2D
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{
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@ -35,9 +33,9 @@ public class Collider2DAABBBehaviour : BehaviourOverride, ICollider2D
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ITransform IAssignableTransform.Transform => Transform;
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public bool Assign(ITransform transform) => GameObject.Assign(transform);
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public IList<Vector2> Vertices => _vertices;
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public IList<Vector2D> Vertices => _vertices;
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public bool CheckCollision(Vector2 point)
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public bool CheckCollision(Vector2D point)
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{
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return AABBWorld.Overlaps(point);
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}
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@ -51,11 +49,11 @@ 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 Vector2(AABBWorld.LowerBoundary.X, AABBWorld.UpperBoundary.Y));
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Vertices.Add(new Vector2D(AABBWorld.LowerBoundary.X, AABBWorld.UpperBoundary.Y));
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Vertices.Add(AABBWorld.UpperBoundary);
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Vertices.Add(new Vector2(AABBWorld.UpperBoundary.X, AABBWorld.LowerBoundary.Y));
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Vertices.Add(new Vector2D(AABBWorld.UpperBoundary.X, AABBWorld.LowerBoundary.Y));
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}
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public Collider2DAABBBehaviour(Vector2 lowerBoundary, Vector2 upperBoundary)
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public Collider2DAABBBehaviour(Vector2D lowerBoundary, Vector2D upperBoundary)
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{
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AABBLocal = new AABB(lowerBoundary, upperBoundary);
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AABBWorld = new AABB(lowerBoundary, upperBoundary);
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@ -63,7 +61,7 @@ public class Collider2DAABBBehaviour : BehaviourOverride, ICollider2D
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public Collider2DAABBBehaviour()
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{
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AABBLocal = new(Vector2.Zero, Vector2.Zero);
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AABBWorld = new(Vector2.Zero, Vector2.Zero);
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AABBLocal = new(Vector2D.Zero, Vector2D.Zero);
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AABBWorld = new(Vector2D.Zero, Vector2D.Zero);
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}
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}
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@ -2,7 +2,7 @@ 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;
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using Syntriax.Engine.Core.Abstract;
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using Syntriax.Engine.Physics2D.Abstract;
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using Syntriax.Engine.Physics2D.Primitives;
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@ -60,7 +60,7 @@ public class PhysicsEngine2D : IPhysicsEngine2D
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}
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}
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private void ResolveCollision(ICollider2D c1, ICollider2D c2, Vector2 vertex, float intervalDeltaTime)
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private void ResolveCollision(ICollider2D c1, ICollider2D c2, Vector2D vertex, float intervalDeltaTime)
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{
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if (c1.RigidBody2D is not IRigidBody2D)
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return;
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@ -71,16 +71,16 @@ public class PhysicsEngine2D : IPhysicsEngine2D
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c2.Vertices.ToLines(lines);
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Vector2 normal = Vector2.UnitY;
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Vector2D normal = Vector2D.Up;
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float t = 1f;
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bool hasIntersectedWithLines = false;
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foreach (var line in lines)
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{
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if (!vertexTrajectory.Intersects(line, out Vector2? intersectionPoint))
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if (!vertexTrajectory.Intersects(line, out Vector2D? intersectionPoint))
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continue;
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if (intersectionPoint is not Vector2 ip)
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if (intersectionPoint is not Vector2D ip)
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continue;
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float tTemp = vertexTrajectory.GetT(ip);
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||||
|
@ -88,7 +88,7 @@ public class PhysicsEngine2D : IPhysicsEngine2D
|
|||
continue;
|
||||
|
||||
t = tTemp;
|
||||
Vector2 lineDirection = line.Direction;
|
||||
Vector2D lineDirection = line.Direction;
|
||||
normal = new(lineDirection.Y, lineDirection.X);
|
||||
hasIntersectedWithLines = true;
|
||||
}
|
||||
|
@ -99,11 +99,11 @@ public class PhysicsEngine2D : IPhysicsEngine2D
|
|||
float rewindInterval = intervalDeltaTime - t * intervalDeltaTime;
|
||||
StepRigidBody(c1.RigidBody2D, -rewindInterval);
|
||||
|
||||
c1.RigidBody2D.Velocity = Vector2.Reflect(c1.RigidBody2D.Velocity, normal);
|
||||
c1.RigidBody2D.Velocity = Vector2D.Reflect(c1.RigidBody2D.Velocity, normal);
|
||||
StepRigidBody(c1.RigidBody2D, rewindInterval);
|
||||
}
|
||||
|
||||
private void CheckCollisions(ICollider2D collider2D, List<ICollider2D> collider2Ds, Action<ICollider2D, ICollider2D, Vector2> OnCollisionDetectedAction)
|
||||
private void CheckCollisions(ICollider2D collider2D, List<ICollider2D> collider2Ds, Action<ICollider2D, ICollider2D, Vector2D> OnCollisionDetectedAction)
|
||||
{
|
||||
for (int i = 0; i < collider2Ds.Count; i++)
|
||||
{
|
||||
|
@ -113,7 +113,7 @@ public class PhysicsEngine2D : IPhysicsEngine2D
|
|||
|
||||
for (int y = 0; y < collider2D.Vertices.Count; y++)
|
||||
{
|
||||
Vector2 vertex = collider2D.Vertices[y];
|
||||
Vector2D vertex = collider2D.Vertices[y];
|
||||
if (collider2DItem.CheckCollision(vertex))
|
||||
{
|
||||
OnCollisionDetectedAction?.Invoke(collider2D, collider2DItem, vertex);
|
||||
|
@ -128,7 +128,7 @@ public class PhysicsEngine2D : IPhysicsEngine2D
|
|||
|
||||
private void StepRigidBody(IRigidBody2D rigidBody, float intervalDeltaTime)
|
||||
{
|
||||
Vector2 nextPosition = rigidBody.Transform.Position;
|
||||
Vector2D nextPosition = rigidBody.Transform.Position;
|
||||
nextPosition += rigidBody.Velocity * intervalDeltaTime;
|
||||
|
||||
rigidBody.Transform.Position = nextPosition;
|
||||
|
|
|
@ -2,22 +2,22 @@ using System;
|
|||
using System.Collections.Generic;
|
||||
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
using Syntriax.Engine.Core;
|
||||
using Syntriax.Engine.Physics2D.Primitives;
|
||||
|
||||
namespace Syntriax.Engine.Physics2D;
|
||||
|
||||
public static class PhysicsMath
|
||||
{
|
||||
public static Vector2 Scale(this Vector2 original, Vector2 scale)
|
||||
=> new Vector2(original.X * scale.X, original.Y * scale.Y);
|
||||
public static Vector2D Scale(this Vector2D original, Vector2D scale)
|
||||
=> new Vector2D(original.X * scale.X, original.Y * scale.Y);
|
||||
|
||||
public static Triangle ToSuperTriangle(this IList<Vector2> vertices)
|
||||
public static Triangle ToSuperTriangle(this IList<Vector2D> vertices)
|
||||
{
|
||||
float minX = float.MaxValue, minY = float.MaxValue;
|
||||
float maxX = float.MinValue, maxY = float.MinValue;
|
||||
|
||||
foreach (Vector2 point in vertices)
|
||||
foreach (Vector2D point in vertices)
|
||||
{
|
||||
minX = MathF.Min(minX, point.X);
|
||||
minY = MathF.Min(minY, point.Y);
|
||||
|
@ -31,21 +31,21 @@ public static class PhysicsMath
|
|||
float midX = (minX + maxX) / 2;
|
||||
float midY = (minY + maxY) / 2;
|
||||
|
||||
Vector2 p1 = new Vector2((float)midX - 20f * (float)deltaMax, (float)midY - (float)deltaMax);
|
||||
Vector2 p2 = new Vector2((float)midX, (float)midY + 20 * (float)deltaMax);
|
||||
Vector2 p3 = new Vector2((float)midX + 20 * (float)deltaMax, (float)midY - (float)deltaMax);
|
||||
Vector2D p1 = new Vector2D((float)midX - 20f * (float)deltaMax, (float)midY - (float)deltaMax);
|
||||
Vector2D p2 = new Vector2D((float)midX, (float)midY + 20 * (float)deltaMax);
|
||||
Vector2D p3 = new Vector2D((float)midX + 20 * (float)deltaMax, (float)midY - (float)deltaMax);
|
||||
|
||||
return new Triangle(p1, p2, p3);
|
||||
}
|
||||
|
||||
public static IList<Line> ToLines(this IList<Vector2> vertices)
|
||||
public static IList<Line> ToLines(this IList<Vector2D> vertices)
|
||||
{
|
||||
List<Line> lines = new List<Line>(vertices.Count - 1);
|
||||
ToLines(vertices, lines);
|
||||
return lines;
|
||||
}
|
||||
|
||||
public static void ToLines(this IList<Vector2> vertices, IList<Line> lines)
|
||||
public static void ToLines(this IList<Vector2D> vertices, IList<Line> lines)
|
||||
{
|
||||
lines.Clear();
|
||||
for (int i = 0; i < vertices.Count - 1; i++)
|
||||
|
@ -53,13 +53,13 @@ public static class PhysicsMath
|
|||
lines.Add(new(vertices[^1], vertices[0]));
|
||||
}
|
||||
|
||||
public static bool LaysOn(this Vector2 point, Line line)
|
||||
public static bool LaysOn(this Vector2D point, Line line)
|
||||
=> line.Resolve(point.X).ApproximatelyEquals(point);
|
||||
|
||||
|
||||
// Given three collinear points p, q, r, the function checks if
|
||||
// point q lies on line segment 'pr'
|
||||
public static bool OnSegment(Vector2 p, Vector2 q, Vector2 r)
|
||||
public static bool OnSegment(Vector2D p, Vector2D q, Vector2D r)
|
||||
{
|
||||
if (q.X <= MathF.Max(p.X, r.X) && q.X >= MathF.Min(p.X, r.X) &&
|
||||
q.Y <= MathF.Max(p.Y, r.Y) && q.Y >= MathF.Min(p.Y, r.Y))
|
||||
|
@ -73,7 +73,7 @@ public static class PhysicsMath
|
|||
// 0 --> p, q and r are collinear
|
||||
// 1 --> Clockwise
|
||||
// 2 --> Counterclockwise
|
||||
public static int Orientation(Vector2 p, Vector2 q, Vector2 r)
|
||||
public static int Orientation(Vector2D p, Vector2D q, Vector2D r)
|
||||
{
|
||||
// See https://www.geeksforgeeks.org/orientation-3-ordered-points/
|
||||
// for details of below formula.
|
||||
|
@ -85,7 +85,7 @@ public static class PhysicsMath
|
|||
return (val > 0) ? 1 : 2; // clock or counterclock wise
|
||||
}
|
||||
|
||||
public static float IntersectionParameterT(Vector2 p0, Vector2 p1, Vector2 q0, Vector2 q1)
|
||||
public static float IntersectionParameterT(Vector2D p0, Vector2D p1, Vector2D q0, Vector2D q1)
|
||||
=> ((q0.X - p0.X) * (p1.Y - p0.Y) - (q0.Y - p0.Y) * (p1.X - p0.X)) /
|
||||
((q1.Y - q0.Y) * (p1.X - p0.X) - (q1.X - q0.X) * (p1.Y - p0.Y));
|
||||
|
||||
|
@ -96,6 +96,10 @@ public static class PhysicsMath
|
|||
=> ApproximatelyEquals(a, b, float.Epsilon);
|
||||
public static bool ApproximatelyEquals(this Vector2 a, Vector2 b, float epsilon)
|
||||
=> ApproximatelyEquals(a.X, b.X, epsilon) && ApproximatelyEquals(a.Y, b.Y, epsilon);
|
||||
public static bool ApproximatelyEquals(this Vector2D a, Vector2D b)
|
||||
=> ApproximatelyEquals(a, b, float.Epsilon);
|
||||
public static bool ApproximatelyEquals(this Vector2D a, Vector2D b, float epsilon)
|
||||
=> ApproximatelyEquals(a.X, b.X, epsilon) && ApproximatelyEquals(a.Y, b.Y, epsilon);
|
||||
public static bool ApproximatelyEquals(this float a, float b, float epsilon)
|
||||
{
|
||||
if (a == b)
|
||||
|
|
|
@ -1,10 +1,10 @@
|
|||
using Microsoft.Xna.Framework;
|
||||
using Syntriax.Engine.Core;
|
||||
|
||||
namespace Syntriax.Engine.Physics2D.Primitives;
|
||||
|
||||
public record AABB(Vector2 LowerBoundary, Vector2 UpperBoundary)
|
||||
public record AABB(Vector2D LowerBoundary, Vector2D UpperBoundary)
|
||||
{
|
||||
public bool Overlaps(Vector2 point)
|
||||
public bool Overlaps(Vector2D point)
|
||||
=> point.X >= LowerBoundary.X && point.X <= UpperBoundary.X &&
|
||||
point.Y >= LowerBoundary.Y && point.Y <= UpperBoundary.Y;
|
||||
|
||||
|
|
|
@ -1,8 +1,8 @@
|
|||
using Microsoft.Xna.Framework;
|
||||
using Syntriax.Engine.Core;
|
||||
|
||||
namespace Syntriax.Engine.Physics2D.Primitives;
|
||||
|
||||
public record Circle(Vector2 Position, float Radius)
|
||||
public record Circle(Vector2D Position, float Radius)
|
||||
{
|
||||
public bool Intersects(Circle other)
|
||||
{
|
||||
|
@ -12,7 +12,7 @@ public record Circle(Vector2 Position, float Radius)
|
|||
return distanceSquared < radiusSumSquared;
|
||||
}
|
||||
|
||||
public bool Overlaps(Vector2 point) => (Position - point).LengthSquared() <= Radius * Radius;
|
||||
public bool Overlaps(Vector2D point) => (Position - point).LengthSquared() <= Radius * Radius;
|
||||
public bool ApproximatelyEquals(Circle other)
|
||||
=> Position.ApproximatelyEquals(other.Position) && Radius.ApproximatelyEquals(other.Radius);
|
||||
}
|
||||
|
|
|
@ -2,14 +2,14 @@ using System;
|
|||
using System.Collections.Generic;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
|
||||
using Microsoft.Xna.Framework;
|
||||
using Syntriax.Engine.Core;
|
||||
|
||||
namespace Syntriax.Engine.Physics2D.Primitives;
|
||||
|
||||
public record Line(Vector2 From, Vector2 To)
|
||||
public record Line(Vector2D From, Vector2D To)
|
||||
{
|
||||
public Line Reversed => new(To, From);
|
||||
public Vector2 Direction => Vector2.Normalize(To - From);
|
||||
public Vector2D Direction => Vector2D.Normalize(To - From);
|
||||
public float Length => (From - To).Length();
|
||||
public float LengthSquared => (From - To).LengthSquared();
|
||||
|
||||
|
@ -17,7 +17,7 @@ public record Line(Vector2 From, Vector2 To)
|
|||
{
|
||||
get
|
||||
{
|
||||
Vector2 slopeVector = To - From;
|
||||
Vector2D slopeVector = To - From;
|
||||
float slope = slopeVector.Y / slopeVector.X;
|
||||
|
||||
float yOffset = From.Y - (slope * From.X);
|
||||
|
@ -26,10 +26,10 @@ public record Line(Vector2 From, Vector2 To)
|
|||
}
|
||||
}
|
||||
|
||||
public bool Intersects(Vector2 point)
|
||||
public bool Intersects(Vector2D point)
|
||||
=> Resolve(point.X).ApproximatelyEquals(point);
|
||||
|
||||
public float GetT(Vector2 point)
|
||||
public float GetT(Vector2D point)
|
||||
{
|
||||
float fromX = MathF.Abs(From.X);
|
||||
float toX = MathF.Abs(To.X);
|
||||
|
@ -51,18 +51,18 @@ public record Line(Vector2 From, Vector2 To)
|
|||
return t;
|
||||
}
|
||||
|
||||
public bool Exist(List<Vector2> vertices)
|
||||
public bool Exist(List<Vector2D> vertices)
|
||||
{
|
||||
for (int i = 0; i < vertices.Count - 1; i++)
|
||||
{
|
||||
Vector2 vertexCurrent = vertices[i];
|
||||
Vector2 vertexNext = vertices[i];
|
||||
Vector2D vertexCurrent = vertices[i];
|
||||
Vector2D vertexNext = vertices[i];
|
||||
if (From == vertexCurrent && To == vertexNext) return true;
|
||||
if (From == vertexNext && To == vertexCurrent) return true;
|
||||
}
|
||||
|
||||
Vector2 vertexFirst = vertices[0];
|
||||
Vector2 vertexLast = vertices[^1];
|
||||
Vector2D vertexFirst = vertices[0];
|
||||
Vector2D vertexLast = vertices[^1];
|
||||
if (From == vertexFirst && To == vertexLast) return true;
|
||||
if (From == vertexLast && To == vertexFirst) return true;
|
||||
return false;
|
||||
|
@ -80,20 +80,20 @@ public record Line(Vector2 From, Vector2 To)
|
|||
return numerator / denominator;
|
||||
}
|
||||
|
||||
public Vector2 Lerp(float t)
|
||||
=> new Vector2(
|
||||
public Vector2D Lerp(float t)
|
||||
=> new Vector2D(
|
||||
From.X + (To.X - From.X) * t,
|
||||
From.Y + (To.Y - From.Y) * t
|
||||
);
|
||||
|
||||
public Vector2 Resolve(float x)
|
||||
=> new Vector2(x, LineEquation.Resolve(x));
|
||||
public Vector2D Resolve(float x)
|
||||
=> new Vector2D(x, LineEquation.Resolve(x));
|
||||
|
||||
public Vector2 ClosestPointTo(Vector2 point)
|
||||
public Vector2D ClosestPointTo(Vector2D point)
|
||||
{
|
||||
// Convert edge points to vectors
|
||||
var edgeVector = new Vector2(To.X - From.X, To.Y - From.Y);
|
||||
var pointVector = new Vector2(point.X - From.X, point.Y - From.Y);
|
||||
var edgeVector = new Vector2D(To.X - From.X, To.Y - From.Y);
|
||||
var pointVector = new Vector2D(point.X - From.X, point.Y - From.Y);
|
||||
|
||||
// Calculate the projection of pointVector onto edgeVector
|
||||
float t = (pointVector.X * edgeVector.X + pointVector.Y * edgeVector.Y) / (edgeVector.X * edgeVector.X + edgeVector.Y * edgeVector.Y);
|
||||
|
@ -105,11 +105,11 @@ public record Line(Vector2 From, Vector2 To)
|
|||
float closestX = From.X + t * edgeVector.X;
|
||||
float closestY = From.Y + t * edgeVector.Y;
|
||||
|
||||
return new Vector2((float)closestX, (float)closestY);
|
||||
return new Vector2D((float)closestX, (float)closestY);
|
||||
}
|
||||
|
||||
public Vector2 IntersectionPoint(Line other)
|
||||
=> Vector2.Lerp(From, To, IntersectionParameterT(other));
|
||||
public Vector2D IntersectionPoint(Line other)
|
||||
=> Vector2D.Lerp(From, To, IntersectionParameterT(other));
|
||||
|
||||
public bool Intersects(Line other)
|
||||
{
|
||||
|
@ -129,7 +129,7 @@ public record Line(Vector2 From, Vector2 To)
|
|||
return false;
|
||||
}
|
||||
|
||||
public bool Intersects(Line other, [NotNullWhen(returnValue: true)] out Vector2? point)
|
||||
public bool Intersects(Line other, [NotNullWhen(returnValue: true)] out Vector2D? point)
|
||||
{
|
||||
point = null;
|
||||
|
||||
|
|
|
@ -1,11 +1,11 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
using Microsoft.Xna.Framework;
|
||||
using Syntriax.Engine.Core;
|
||||
|
||||
namespace Syntriax.Engine.Physics2D.Primitives;
|
||||
|
||||
public record Shape(IList<Vector2> Vertices)
|
||||
public record Shape(IList<Vector2D> Vertices)
|
||||
{
|
||||
public Triangle SuperTriangle
|
||||
{
|
||||
|
@ -14,7 +14,7 @@ public record Shape(IList<Vector2> Vertices)
|
|||
float minX = float.MaxValue, minY = float.MaxValue;
|
||||
float maxX = float.MinValue, maxY = float.MinValue;
|
||||
|
||||
foreach (Vector2 point in Vertices)
|
||||
foreach (Vector2D point in Vertices)
|
||||
{
|
||||
minX = MathF.Min(minX, point.X);
|
||||
minY = MathF.Min(minY, point.Y);
|
||||
|
@ -28,9 +28,9 @@ public record Shape(IList<Vector2> Vertices)
|
|||
float midX = (minX + maxX) / 2;
|
||||
float midY = (minY + maxY) / 2;
|
||||
|
||||
Vector2 p1 = new Vector2((float)midX - 20f * (float)deltaMax, (float)midY - (float)deltaMax);
|
||||
Vector2 p2 = new Vector2((float)midX, (float)midY + 20 * (float)deltaMax);
|
||||
Vector2 p3 = new Vector2((float)midX + 20 * (float)deltaMax, (float)midY - (float)deltaMax);
|
||||
Vector2D p1 = new Vector2D((float)midX - 20f * (float)deltaMax, (float)midY - (float)deltaMax);
|
||||
Vector2D p2 = new Vector2D((float)midX, (float)midY + 20 * (float)deltaMax);
|
||||
Vector2D p3 = new Vector2D((float)midX + 20 * (float)deltaMax, (float)midY - (float)deltaMax);
|
||||
|
||||
return new Triangle(p1, p2, p3);
|
||||
}
|
||||
|
|
|
@ -1,10 +1,10 @@
|
|||
using System;
|
||||
|
||||
using Microsoft.Xna.Framework;
|
||||
using Syntriax.Engine.Core;
|
||||
|
||||
namespace Syntriax.Engine.Physics2D.Primitives;
|
||||
|
||||
public record Triangle(Vector2 A, Vector2 B, Vector2 C)
|
||||
public record Triangle(Vector2D A, Vector2D B, Vector2D C)
|
||||
{
|
||||
public float Area => MathF.Abs((
|
||||
A.X * (B.Y - C.Y) +
|
||||
|
@ -16,27 +16,27 @@ public record Triangle(Vector2 A, Vector2 B, Vector2 C)
|
|||
{
|
||||
get
|
||||
{
|
||||
Vector2 midAB = (A + B) / 2;
|
||||
Vector2 midBC = (B + C) / 2;
|
||||
Vector2D midAB = (A + B) / 2;
|
||||
Vector2D midBC = (B + C) / 2;
|
||||
|
||||
float slopeAB = (B.Y - A.Y) / (B.X - A.X);
|
||||
float slopeBC = (C.Y - B.Y) / (C.X - B.X);
|
||||
|
||||
Vector2 center;
|
||||
Vector2D center;
|
||||
if (MathF.Abs(slopeAB - slopeBC) > float.Epsilon)
|
||||
{
|
||||
float x = (slopeAB * slopeBC * (A.Y - C.Y) + slopeBC * (A.X + B.X) - slopeAB * (B.X + C.X)) / (2 * (slopeBC - slopeAB));
|
||||
float y = -(x - (A.X + B.X) / 2) / slopeAB + (A.Y + B.Y) / 2;
|
||||
center = new Vector2(x, y);
|
||||
center = new Vector2D(x, y);
|
||||
}
|
||||
else
|
||||
center = (midAB + midBC) * .5f;
|
||||
|
||||
return new(center, Vector2.Distance(center, A));
|
||||
return new(center, Vector2D.Distance(center, A));
|
||||
}
|
||||
}
|
||||
|
||||
public bool Overlaps(Vector2 point)
|
||||
public bool Overlaps(Vector2D point)
|
||||
{
|
||||
float originalTriangleArea = Area;
|
||||
|
||||
|
|
|
@ -15,7 +15,7 @@ public class RigidBody2D : BehaviourOverride, IRigidBody2D
|
|||
|
||||
public IPhysicsMaterial2D Material { get; set; } = null!;
|
||||
|
||||
public Vector2 Velocity { get; set; } = Vector2.Zero;
|
||||
public Vector2D Velocity { get; set; } = Vector2D.Zero;
|
||||
public float AngularVelocity { get; set; } = 0f;
|
||||
public float Mass { get; set; } = 0f;
|
||||
ITransform IAssignableTransform.Transform => Transform;
|
||||
|
|
Loading…
Reference in New Issue