Test pNIADIPSDNIP
This commit is contained in:
parent
84ecc68320
commit
def463afcf
|
@ -16,7 +16,8 @@ public class Game1 : Game
|
|||
private GraphicsDeviceManager _graphics = null!;
|
||||
private PhysicsEngine2D engine;
|
||||
private SpriteBatch _spriteBatch = null!;
|
||||
private GameManager gameManager = null!;
|
||||
public static GameManager gameManager = null!;
|
||||
public static Sprite spriteBox = null!;
|
||||
|
||||
public Game1()
|
||||
{
|
||||
|
@ -45,7 +46,7 @@ public class Game1 : Game
|
|||
engine = new PhysicsEngine2D();
|
||||
_spriteBatch = new SpriteBatch(GraphicsDevice);
|
||||
|
||||
Sprite spriteBox = new Sprite() { Texture2D = Content.Load<Texture2D>("Sprites/Pixel") };
|
||||
spriteBox = new Sprite() { Texture2D = Content.Load<Texture2D>("Sprites/Pixel") };
|
||||
Sprite spriteBall = new Sprite() { Texture2D = Content.Load<Texture2D>("Sprites/Circle") };
|
||||
|
||||
IGameObject gameObjectCamera = gameManager.InstantiateGameObject<GameObject>();
|
||||
|
@ -87,23 +88,27 @@ public class Game1 : Game
|
|||
|
||||
IGameObject goPlayAreaTop = gameManager.InstantiateGameObject<GameObject>();
|
||||
goPlayAreaTop.Transform.Position = new Vector2(0f, 288f + 20f);
|
||||
goPlayAreaTop.Transform.Scale = new Vector2(1024f, 40f);
|
||||
goPlayAreaTop.Transform.Scale = new Vector2(10240f, 40f);
|
||||
goPlayAreaTop.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(spriteBox);
|
||||
goPlayAreaTop.BehaviourController.AddBehaviour<Collider2DBehaviour>((System.Collections.Generic.IList<Vector2>)[new Vector2(.5f, .5f), new Vector2(-.5f, .5f), new Vector2(.5f, -.5f), new Vector2(-.5f, -.5f)]);
|
||||
engine.AddRigidBody(goPlayAreaTop.BehaviourController.AddBehaviour<RigidBody2D>());
|
||||
IGameObject goPlayAreaBottom = gameManager.InstantiateGameObject<GameObject>();
|
||||
goPlayAreaBottom.Transform.Position = new Vector2(0f, -(288f + 20f));
|
||||
goPlayAreaBottom.Transform.Scale = new Vector2(1024f, 40f);
|
||||
goPlayAreaBottom.Transform.Scale = new Vector2(10240f, 40f);
|
||||
goPlayAreaBottom.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(spriteBox);
|
||||
goPlayAreaBottom.BehaviourController.AddBehaviour<Collider2DBehaviour>((System.Collections.Generic.IList<Vector2>)[new Vector2(.5f, .5f), new Vector2(-.5f, .5f), new Vector2(.5f, -.5f), new Vector2(-.5f, -.5f)]);
|
||||
engine.AddRigidBody(goPlayAreaBottom.BehaviourController.AddBehaviour<RigidBody2D>());
|
||||
|
||||
IGameObject goPlayAreaRight = gameManager.InstantiateGameObject<GameObject>();
|
||||
goPlayAreaRight.Transform.Position = new Vector2(512f + 20f, 0f);
|
||||
goPlayAreaRight.Transform.Scale = new Vector2(40f, 576f);
|
||||
goPlayAreaRight.Transform.Scale = new Vector2(40f, 5760f);
|
||||
goPlayAreaRight.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(spriteBox);
|
||||
goPlayAreaRight.BehaviourController.AddBehaviour<Collider2DBehaviour>((System.Collections.Generic.IList<Vector2>)[new Vector2(.5f, .5f), new Vector2(-.5f, .5f), new Vector2(.5f, -.5f), new Vector2(-.5f, -.5f)]);
|
||||
engine.AddRigidBody(goPlayAreaRight.BehaviourController.AddBehaviour<RigidBody2D>());
|
||||
IGameObject goPlayAreaLeft = gameManager.InstantiateGameObject<GameObject>();
|
||||
goPlayAreaLeft.Transform.Position = new Vector2(-(512f + 20f), 0f);
|
||||
goPlayAreaLeft.Transform.Scale = new Vector2(40f, 576f);
|
||||
goPlayAreaLeft.Transform.Scale = new Vector2(40f, 5760f);
|
||||
goPlayAreaLeft.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(spriteBox);
|
||||
goPlayAreaLeft.BehaviourController.AddBehaviour<Collider2DBehaviour>((System.Collections.Generic.IList<Vector2>)[new Vector2(.5f, .5f), new Vector2(-.5f, .5f), new Vector2(.5f, -.5f), new Vector2(-.5f, -.5f)]);
|
||||
engine.AddRigidBody(goPlayAreaLeft.BehaviourController.AddBehaviour<RigidBody2D>());
|
||||
|
||||
|
@ -142,9 +147,14 @@ public class Game1 : Game
|
|||
if (Keyboard.GetState().IsKeyDown(Keys.E))
|
||||
gameManager.Camera.Rotation -= gameTime.ElapsedGameTime.Nanoseconds * 0.000025f;
|
||||
|
||||
|
||||
if (Keyboard.GetState().IsKeyDown(Keys.Space))
|
||||
seconds += gameTime.ElapsedGameTime.Milliseconds * .0005f;
|
||||
|
||||
// TODO: Add your update logic here
|
||||
while (physicsTimer + 0.01f < gameTime.TotalGameTime.TotalMilliseconds * .001f)
|
||||
{
|
||||
Console.WriteLine($"Physics Timer: {physicsTimer}");
|
||||
physicsTimer += 0.01f;
|
||||
engine.Step(.01f);
|
||||
}
|
||||
|
@ -152,6 +162,7 @@ public class Game1 : Game
|
|||
base.Update(gameTime);
|
||||
}
|
||||
static float physicsTimer = 0f;
|
||||
static float seconds = 0f;
|
||||
|
||||
protected override void Draw(GameTime gameTime)
|
||||
{
|
||||
|
|
|
@ -19,7 +19,7 @@ public interface ICollider2D : IBehaviour, IAssignableTransform
|
|||
IReadOnlyList<Vector2> Vertices { get; }
|
||||
|
||||
|
||||
bool CheckCollision(Vector2 point, ICollider2D otherCollider, out Vector2 normal);
|
||||
bool CheckCollision(Vector2 point, ICollider2D otherCollider, out CollisionInformation collisionInformation);
|
||||
|
||||
void RecalculateVertices();
|
||||
}
|
||||
|
|
|
@ -3,9 +3,10 @@ using System.Collections.Generic;
|
|||
using System.Collections.ObjectModel;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
using Pong;
|
||||
using Syntriax.Engine.Core;
|
||||
using Syntriax.Engine.Core.Abstract;
|
||||
using Syntriax.Engine.Graphics.TwoDimensional;
|
||||
using Syntriax.Engine.Physics2D.Abstract;
|
||||
|
||||
namespace Syntriax.Engine.Physics2D;
|
||||
|
@ -42,9 +43,9 @@ public class Collider2DBehaviour(IList<Vector2> vertices) : BehaviourOverride, I
|
|||
|
||||
public bool Assign(ITransform transform) => GameObject.Assign(transform);
|
||||
|
||||
public bool CheckCollision(Vector2 point, ICollider2D otherCollider, out Vector2 normal)
|
||||
public bool CheckCollision(Vector2 point, ICollider2D otherCollider, out CollisionInformation collisionInformation)
|
||||
{
|
||||
normal = Vector2.UnitX;
|
||||
collisionInformation = new CollisionInformation(Vector2.Zero, Vector2.Zero);
|
||||
|
||||
foreach (var triangle in triangles)
|
||||
{
|
||||
|
@ -59,9 +60,19 @@ public class Collider2DBehaviour(IList<Vector2> vertices) : BehaviourOverride, I
|
|||
{
|
||||
if (!DoIntersect(main, edge))
|
||||
continue;
|
||||
normal = edge.A - edge.B;
|
||||
|
||||
Vector2 contactPoint = ClosestPointOnEdge(point, edge);
|
||||
|
||||
Vector2 normal = contactPoint - point;
|
||||
normal.Normalize();
|
||||
normal = new Vector2(normal.Y, normal.X);
|
||||
|
||||
collisionInformation = new CollisionInformation(normal, contactPoint);
|
||||
|
||||
GameObject gameObject = Game1.gameManager.InstantiateGameObject<GameObject>();
|
||||
gameObject.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(Game1.spriteBox);
|
||||
gameObject.Transform.Position = point;
|
||||
gameObject.Transform.Scale = new Vector2(1f, .01f) * 100f;
|
||||
gameObject.Transform.Rotation = (float)Math.Atan2(normal.Y, normal.X);
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
|
@ -143,6 +154,25 @@ public class Collider2DBehaviour(IList<Vector2> vertices) : BehaviourOverride, I
|
|||
// }
|
||||
}
|
||||
|
||||
private Vector2 ClosestPointOnEdge(Vector2 point, Edge edge)
|
||||
{
|
||||
// Convert edge points to vectors
|
||||
var edgeVector = new Vector2(edge.B.X - edge.A.X, edge.B.Y - edge.A.Y);
|
||||
var pointVector = new Vector2(point.X - edge.A.X, point.Y - edge.A.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);
|
||||
|
||||
// Clamp t to the range [0, 1] to ensure the closest point is on the edge
|
||||
t = Math.Max(0, Math.Min(1, t));
|
||||
|
||||
// Calculate the closest point on the edge
|
||||
float closestX = edge.A.X + t * edgeVector.X;
|
||||
float closestY = edge.A.Y + t * edgeVector.Y;
|
||||
|
||||
return new Vector2(closestX, closestY);
|
||||
}
|
||||
|
||||
private bool DoesEdgeExistInTriangles(Edge edge, List<Triangle> triangles)
|
||||
{
|
||||
foreach (var triangle in triangles)
|
||||
|
|
|
@ -1,12 +1,9 @@
|
|||
using Microsoft.Xna.Framework;
|
||||
using Syntriax.Engine.Physics2D.Abstract;
|
||||
|
||||
namespace Syntriax.Engine.Physics2D;
|
||||
|
||||
public record CollisionInformation
|
||||
(
|
||||
Vector2 Normal,
|
||||
float Impulse,
|
||||
IRigidBody2D? RigidBodyX,
|
||||
IRigidBody2D? RigidBodyY
|
||||
Vector2 ContactPosition
|
||||
);
|
||||
|
|
|
@ -57,18 +57,39 @@ public class PhysicsEngine2D : IPhysicsEngine2D
|
|||
{
|
||||
ICollider2D colliderX = colliders[colliderIX];
|
||||
for (int colliderIY = colliderIX + 1; colliderIY < colliders.Count; colliderIY++)
|
||||
foreach (var vertex in colliderX.Vertices)
|
||||
for (int i1 = 0; i1 < colliderX.Vertices.Count; i1++)
|
||||
{
|
||||
if (!colliders[colliderIY].CheckCollision(vertex, colliderX, out var normal))
|
||||
Vector2 vertex = colliderX.Vertices[i1];
|
||||
if (!colliders[colliderIY].CheckCollision(vertex, colliderX, out var collisionInformation))
|
||||
continue;
|
||||
|
||||
Console.WriteLine($"normal = {collisionInformation.Normal}");
|
||||
// // if (colliders[colliderIX].BehaviourController.TryGetBehaviour(out IRigidBody2D? rigidX))
|
||||
// // rigidX.Velocity = Vector2.Reflect(rigidX.Velocity, collisionInformation.Normal);
|
||||
if (colliders[colliderIX].BehaviourController.TryGetBehaviour(out IRigidBody2D? rigidX))
|
||||
rigidX.Velocity = Vector2.Reflect(rigidX.Velocity, normal);
|
||||
{
|
||||
Console.WriteLine($"rigidX.Velocity = {rigidX.Velocity}");
|
||||
rigidX.Velocity = Vector2.Reflect(rigidX.Velocity, collisionInformation.Normal);
|
||||
|
||||
Vector2 vector2 = -new Vector2(collisionInformation.Normal.X * rigidX.Velocity.X, collisionInformation.Normal.Y * rigidX.Velocity.Y);
|
||||
Console.WriteLine($"Displacement = {vector2}");
|
||||
rigidX.Transform.Position += vector2 * intervalDeltaTime * 2;
|
||||
Console.WriteLine($"rigidX.Velocity = {rigidX.Velocity}");
|
||||
}
|
||||
if (colliders[colliderIY].BehaviourController.TryGetBehaviour(out IRigidBody2D? rigidY))
|
||||
rigidY.Velocity = Vector2.Reflect(rigidY.Velocity, normal);
|
||||
{
|
||||
Console.WriteLine($"rigidY.Velocity = {rigidY.Velocity}");
|
||||
rigidY.Velocity = Vector2.Reflect(rigidY.Velocity, collisionInformation.Normal);
|
||||
Vector2 vector2 = -new Vector2(collisionInformation.Normal.X * rigidY.Velocity.X, collisionInformation.Normal.Y * rigidY.Velocity.Y);
|
||||
Console.WriteLine($"Displacement = {vector2}");
|
||||
rigidY.Transform.Position += vector2 * intervalDeltaTime * 2;
|
||||
Console.WriteLine($"rigidY.Velocity = {rigidY.Velocity}");
|
||||
}
|
||||
Console.WriteLine($"/////////////////////////////////////////////");
|
||||
colliders[colliderIY].RecalculateVertices();
|
||||
colliders[colliderIX].RecalculateVertices();
|
||||
|
||||
// Console.WriteLine($"Collision");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue