Engine-Pong/Game/Physics2D/PhysicsEngine2D.cs

115 lines
4.8 KiB
C#

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<IRigidBody2D> rigidBodies = new List<IRigidBody2D>(32);
private IList<ICollider2D> colliders = new List<ICollider2D>(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<ICollider2D>())
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);
}
}