Test pNIADIPSDNIP
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@@ -19,7 +19,7 @@ public interface ICollider2D : IBehaviour, IAssignableTransform
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IReadOnlyList<Vector2> Vertices { get; }
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bool CheckCollision(Vector2 point, ICollider2D otherCollider, out Vector2 normal);
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bool CheckCollision(Vector2 point, ICollider2D otherCollider, out CollisionInformation collisionInformation);
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void RecalculateVertices();
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}
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@@ -3,9 +3,10 @@ using System.Collections.Generic;
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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 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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@@ -42,9 +43,9 @@ public class Collider2DBehaviour(IList<Vector2> vertices) : BehaviourOverride, I
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public bool Assign(ITransform transform) => GameObject.Assign(transform);
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public bool CheckCollision(Vector2 point, ICollider2D otherCollider, out Vector2 normal)
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public bool CheckCollision(Vector2 point, ICollider2D otherCollider, out CollisionInformation collisionInformation)
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{
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normal = Vector2.UnitX;
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collisionInformation = new CollisionInformation(Vector2.Zero, Vector2.Zero);
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foreach (var triangle in triangles)
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{
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@@ -59,9 +60,19 @@ public class Collider2DBehaviour(IList<Vector2> vertices) : BehaviourOverride, I
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{
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if (!DoIntersect(main, edge))
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continue;
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normal = edge.A - edge.B;
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Vector2 contactPoint = ClosestPointOnEdge(point, edge);
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Vector2 normal = contactPoint - point;
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normal.Normalize();
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normal = new Vector2(normal.Y, normal.X);
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collisionInformation = new CollisionInformation(normal, contactPoint);
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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 = point;
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gameObject.Transform.Scale = new Vector2(1f, .01f) * 100f;
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gameObject.Transform.Rotation = (float)Math.Atan2(normal.Y, normal.X);
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break;
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}
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return true;
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@@ -143,6 +154,25 @@ public class Collider2DBehaviour(IList<Vector2> vertices) : BehaviourOverride, I
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// }
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}
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private Vector2 ClosestPointOnEdge(Vector2 point, Edge edge)
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{
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// Convert edge points to vectors
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var edgeVector = new Vector2(edge.B.X - edge.A.X, edge.B.Y - edge.A.Y);
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var pointVector = new Vector2(point.X - edge.A.X, point.Y - edge.A.Y);
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// Calculate the projection of pointVector onto edgeVector
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float t = (pointVector.X * edgeVector.X + pointVector.Y * edgeVector.Y) / (edgeVector.X * edgeVector.X + edgeVector.Y * edgeVector.Y);
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// Clamp t to the range [0, 1] to ensure the closest point is on the edge
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t = Math.Max(0, Math.Min(1, t));
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// Calculate the closest point on the edge
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float closestX = edge.A.X + t * edgeVector.X;
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float closestY = edge.A.Y + t * edgeVector.Y;
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return new Vector2(closestX, closestY);
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}
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private bool DoesEdgeExistInTriangles(Edge edge, List<Triangle> triangles)
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{
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foreach (var triangle in triangles)
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@@ -1,12 +1,9 @@
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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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Vector2 ContactPosition
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);
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@@ -57,18 +57,39 @@ public class PhysicsEngine2D : IPhysicsEngine2D
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{
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ICollider2D colliderX = colliders[colliderIX];
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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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for (int i1 = 0; i1 < colliderX.Vertices.Count; i1++)
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{
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if (!colliders[colliderIY].CheckCollision(vertex, colliderX, out var normal))
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Vector2 vertex = colliderX.Vertices[i1];
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if (!colliders[colliderIY].CheckCollision(vertex, colliderX, out var collisionInformation))
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continue;
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Console.WriteLine($"normal = {collisionInformation.Normal}");
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// // if (colliders[colliderIX].BehaviourController.TryGetBehaviour(out IRigidBody2D? rigidX))
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// // rigidX.Velocity = Vector2.Reflect(rigidX.Velocity, collisionInformation.Normal);
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if (colliders[colliderIX].BehaviourController.TryGetBehaviour(out IRigidBody2D? rigidX))
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rigidX.Velocity = Vector2.Reflect(rigidX.Velocity, normal);
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{
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Console.WriteLine($"rigidX.Velocity = {rigidX.Velocity}");
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rigidX.Velocity = Vector2.Reflect(rigidX.Velocity, collisionInformation.Normal);
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Vector2 vector2 = -new Vector2(collisionInformation.Normal.X * rigidX.Velocity.X, collisionInformation.Normal.Y * rigidX.Velocity.Y);
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Console.WriteLine($"Displacement = {vector2}");
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rigidX.Transform.Position += vector2 * intervalDeltaTime * 2;
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Console.WriteLine($"rigidX.Velocity = {rigidX.Velocity}");
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}
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if (colliders[colliderIY].BehaviourController.TryGetBehaviour(out IRigidBody2D? rigidY))
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rigidY.Velocity = Vector2.Reflect(rigidY.Velocity, normal);
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{
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Console.WriteLine($"rigidY.Velocity = {rigidY.Velocity}");
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rigidY.Velocity = Vector2.Reflect(rigidY.Velocity, collisionInformation.Normal);
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Vector2 vector2 = -new Vector2(collisionInformation.Normal.X * rigidY.Velocity.X, collisionInformation.Normal.Y * rigidY.Velocity.Y);
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Console.WriteLine($"Displacement = {vector2}");
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rigidY.Transform.Position += vector2 * intervalDeltaTime * 2;
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Console.WriteLine($"rigidY.Velocity = {rigidY.Velocity}");
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}
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Console.WriteLine($"/////////////////////////////////////////////");
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colliders[colliderIY].RecalculateVertices();
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colliders[colliderIX].RecalculateVertices();
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// Console.WriteLine($"Collision");
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break;
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}
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}
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}
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