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) { Vector2 nextPosition = rigidBody.Transform.Position; nextPosition += rigidBody.Velocity * intervalDeltaTime; rigidBody.Transform.Position = nextPosition; } 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 i1 = 0; i1 < colliderX.Vertices.Count; i1++) { Vector2 vertex = colliderX.Vertices[i1]; if (!colliders[colliderIY].CheckCollision(vertex, colliderX, out var collisionInformation)) continue; Console.WriteLine($"normal = {collisionInformation.Normal}"); // // if (colliders[colliderIX].BehaviourController.TryGetBehaviour(out IRigidBody2D? rigidX)) // // rigidX.Velocity = Vector2.Reflect(rigidX.Velocity, collisionInformation.Normal); if (colliders[colliderIX].BehaviourController.TryGetBehaviour(out IRigidBody2D? rigidX)) { Console.WriteLine($"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)) { 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"); } } } } 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); } }