using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Syntriax.Engine.Core.Abstract; using Syntriax.Engine.Physics2D.Abstract; namespace Syntriax.Engine.Physics2D; public class PhysicsEngine2D : IPhysicsEngine2D { private IList rigidBodies = new List(32); private IList colliders = new List(64); private int _iterationCount = 1; public int IterationCount { get => _iterationCount; set => _iterationCount = value < 1 ? 1 : value; } public void AddRigidBody(IRigidBody2D rigidBody) { if (rigidBodies.Contains(rigidBody)) return; rigidBodies.Add(rigidBody); foreach (var collider2D in rigidBody.BehaviourController.GetBehaviours()) colliders.Add(collider2D); rigidBody.BehaviourController.OnBehaviourAdded += OnBehaviourAdded; rigidBody.BehaviourController.OnBehaviourRemoved += OnBehaviourRemoved; } public void RemoveRigidBody(IRigidBody2D rigidBody) { rigidBodies.Remove(rigidBody); } public void Step(float deltaTime) { float intervalDeltaTime = deltaTime / IterationCount; for (int i = 0; i < IterationCount; i++) { foreach (var rigidBody in rigidBodies) StepRigidBody(rigidBody, intervalDeltaTime); foreach (var collider in colliders) collider.RecalculateVertices(); for (int colliderIX = 0; colliderIX < colliders.Count; colliderIX++) { ICollider2D colliderX = colliders[colliderIX]; for (int colliderIY = colliderIX + 1; colliderIY < colliders.Count; colliderIY++) for (int verticesIndex = 0; verticesIndex < colliderX.Vertices.Count; verticesIndex++) { if (!colliders[colliderIY].CheckCollision(colliderX.Vertices[verticesIndex], colliderX, out var collisionInformation)) continue; ICollider2D colliderY = colliders[colliderIY]; if (colliderX.BehaviourController.TryGetBehaviour(out IRigidBody2D? rigidX)) { Vector2 xVertex = colliderX.Vertices[verticesIndex]; Vector2 edgeDirection = new Vector2(collisionInformation.Normal.Y, collisionInformation.Normal.X); Vector2 p1 = xVertex - rigidX.Velocity * intervalDeltaTime; float t = IntersectionParameterT(collisionInformation.ContactPosition - edgeDirection * 100f, collisionInformation.ContactPosition + edgeDirection * 100f, xVertex, p1); Vector2 vertexNewPosition = Vector2.Lerp(xVertex, p1, t); rigidX.Velocity = Vector2.Reflect(rigidX.Velocity, collisionInformation.Normal); rigidX.Transform.Position -= xVertex - vertexNewPosition; StepRigidBody(rigidX, intervalDeltaTime * (1f - t)); colliders[colliderIX].RecalculateVertices(); } Console.WriteLine($"/////////////////////////////////////////////"); // Console.WriteLine($"Collision"); } } } } private static void StepRigidBody(IRigidBody2D rigidBody, float intervalDeltaTime) { Vector2 nextPosition = rigidBody.Transform.Position; nextPosition += rigidBody.Velocity * intervalDeltaTime; rigidBody.Transform.Position = nextPosition; } private float IntersectionParameterT(Vector2 p0, Vector2 p1, Vector2 q0, Vector2 q1) { // Solve the linear interpolation equation for 't' float t = ((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)); return t; } private void OnBehaviourAdded(IBehaviourController controller, IBehaviour behaviour) { if (behaviour is not ICollider2D collider2D) return; colliders.Add(collider2D); } private void OnBehaviourRemoved(IBehaviourController controller, IBehaviour behaviour) { if (behaviour is not ICollider2D collider2D) return; colliders.Remove(collider2D); } }