agtawtg
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@ -155,28 +155,52 @@ public class Game1 : Game
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if (Keyboard.GetState().IsKeyDown(Keys.E))
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gameManager.Camera.Rotation -= gameTime.ElapsedGameTime.Nanoseconds * 0.000025f;
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// if (Keyboard.GetState().IsKeyDown(Keys.N))
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// seconds = 39.12f;
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// if (Keyboard.GetState().IsKeyDown(Keys.Space))
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// seconds += gameTime.ElapsedGameTime.Milliseconds * .005f;
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// if (Keyboard.GetState().IsKeyDown(Keys.B))
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// {
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// seconds -= gameTime.ElapsedGameTime.Milliseconds * .005f;
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// while (physicsTimer - 0.01f > seconds)
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// {
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// Console.WriteLine($"Physics Timer: {physicsTimer}");
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// physicsTimer -= 0.01f;
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// engine.Step(-.01f);
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// }
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// }
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while (physicsTimer + 0.01f < gameTime.TotalGameTime.TotalMilliseconds * .001f)//seconds)
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if (Keyboard.GetState().IsKeyDown(Keys.N))
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{
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// Console.WriteLine($"Physics Timer: {physicsTimer}");
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physicsTimer += 0.01f;
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engine.Step(.01f);
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seconds = 70f;
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while (physicsTimer + 0.01f < seconds)
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{
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physicsTimer += 0.01f;
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engine.Step(.01f);
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}
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}
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if (Keyboard.GetState().IsKeyDown(Keys.M))
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{
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seconds = 0f;
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while (physicsTimer - 0.01f > seconds)
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{
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physicsTimer -= 0.01f;
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engine.Step(-.01f);
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}
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}
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if (Keyboard.GetState().IsKeyDown(Keys.Space))
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{
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seconds += gameTime.ElapsedGameTime.Milliseconds * .0025f;
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while (physicsTimer + 0.01f < seconds)
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{
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Console.WriteLine($"Physics Timer: {physicsTimer}");
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physicsTimer += 0.01f;
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engine.Step(.01f);
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}
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}
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if (Keyboard.GetState().IsKeyDown(Keys.B))
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{
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seconds -= gameTime.ElapsedGameTime.Milliseconds * .0025f;
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while (physicsTimer - 0.01f > seconds)
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{
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Console.WriteLine($"Physics Timer: {physicsTimer}");
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physicsTimer -= 0.01f;
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engine.Step(-.01f);
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}
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}
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// while (physicsTimer + 0.01f < gameTime.TotalGameTime.TotalMilliseconds * .001f)//seconds)
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// {
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// Console.WriteLine($"Physics Timer: {physicsTimer}");
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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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base.Update(gameTime);
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}
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@ -56,10 +56,10 @@ public class PhysicsEngine2D : IPhysicsEngine2D
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CheckCollisions(colliders[i], colliders, (collider1, collider2, collisionVertex) =>
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{
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ResolveCollision(collider1, collider2, collisionVertex, intervalDeltaTime);
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ResolveCollision(collider2, collider1, collisionVertex, intervalDeltaTime);
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// ResolveCollision(collider2, collider1, collisionVertex, intervalDeltaTime);
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collider1.Recalculate();
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collider2.Recalculate();
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// collider1.Recalculate();
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// collider2.Recalculate();
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});
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}
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}
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@ -76,7 +76,8 @@ public class PhysicsEngine2D : IPhysicsEngine2D
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c2.Vertices.ToLines(lines);
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Vector2 normal = Vector2.UnitY;
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float t = 0f;
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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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@ -86,16 +87,24 @@ public class PhysicsEngine2D : IPhysicsEngine2D
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if (intersectionPoint is not Vector2 ip)
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continue;
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t = vertexTrajectory.GetT(ip);
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float tTemp = vertexTrajectory.GetT(ip);
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if (tTemp > t) // React to the earliest collision value
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continue;
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t = tTemp;
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Vector2 lineDirection = line.Direction;
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normal = new(lineDirection.Y, lineDirection.X);
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break;
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hasIntersectedWithLines = true;
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}
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StepRigidBody(c1.RigidBody2D, -t * intervalDeltaTime);
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if (!hasIntersectedWithLines)
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return;
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float rewindInterval = t * intervalDeltaTime;
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StepRigidBody(c1.RigidBody2D, -rewindInterval);
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c1.RigidBody2D.Velocity = Vector2.Reflect(c1.RigidBody2D.Velocity, normal);
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StepRigidBody(c1.RigidBody2D, intervalDeltaTime - t * intervalDeltaTime);
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StepRigidBody(c1.RigidBody2D, rewindInterval);
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}
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private void CheckCollisions(ICollider2D collider2D, List<ICollider2D> collider2Ds, Action<ICollider2D, ICollider2D, Vector2> OnCollisionDetectedAction)
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