Engine-Pong/Game/Physics2D/PhysicsEngine2D.cs

151 lines
4.7 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 List<IRigidBody2D> rigidBodies = new List<IRigidBody2D>(32);
private List<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);
}
private List<Line> lines = new List<Line>(32);
public void Step(float deltaTime)
{
float intervalDeltaTime = deltaTime / IterationCount;
for (int iterationIndex = 0; iterationIndex < IterationCount; iterationIndex++)
{
foreach (var rigidBody in rigidBodies)
StepRigidBody(rigidBody, intervalDeltaTime);
foreach (var collider in colliders)
collider.Recalculate();
for (int i = colliders.Count - 1; i >= 0; i--)
CheckCollisions(colliders[i], colliders, (collider1, collider2, collisionVertex) =>
{
ResolveCollision(collider1, collider2, collisionVertex, intervalDeltaTime);
// ResolveCollision(collider2, collider1, collisionVertex, intervalDeltaTime);
// collider1.Recalculate();
// collider2.Recalculate();
});
}
}
private void ResolveCollision(ICollider2D c1, ICollider2D c2, Vector2 vertex, float intervalDeltaTime)
{
if (c1.RigidBody2D is not IRigidBody2D)
return;
Line vertexTrajectory = new Line(vertex, vertex - c1.RigidBody2D.Velocity * intervalDeltaTime);
if (vertexTrajectory.LengthSquared <= 0.001f)
return;
c2.Vertices.ToLines(lines);
Vector2 normal = Vector2.UnitY;
float t = 1f;
bool hasIntersectedWithLines = false;
foreach (var line in lines)
{
if (!vertexTrajectory.Intersects(line, out Vector2? intersectionPoint))
continue;
if (intersectionPoint is not Vector2 ip)
continue;
float tTemp = vertexTrajectory.GetT(ip);
if (tTemp > t) // React to the earliest collision value
continue;
t = tTemp;
Vector2 lineDirection = line.Direction;
normal = new(lineDirection.Y, lineDirection.X);
hasIntersectedWithLines = true;
}
if (!hasIntersectedWithLines)
return;
float rewindInterval = t * intervalDeltaTime;
StepRigidBody(c1.RigidBody2D, -rewindInterval);
c1.RigidBody2D.Velocity = Vector2.Reflect(c1.RigidBody2D.Velocity, normal);
StepRigidBody(c1.RigidBody2D, rewindInterval);
}
private void CheckCollisions(ICollider2D collider2D, List<ICollider2D> collider2Ds, Action<ICollider2D, ICollider2D, Vector2> OnCollisionDetectedAction)
{
for (int i = 0; i < collider2Ds.Count; i++)
{
ICollider2D collider2DItem = collider2Ds[i];
if (collider2DItem == collider2D)
continue;
for (int y = 0; y < collider2D.Vertices.Count; y++)
{
Vector2 vertex = collider2D.Vertices[y];
if (collider2DItem.CheckCollision(vertex))
OnCollisionDetectedAction?.Invoke(collider2D, collider2DItem, vertex);
}
}
}
private void StepRigidBody(IRigidBody2D rigidBody, float intervalDeltaTime)
{
Vector2 nextPosition = rigidBody.Transform.Position;
nextPosition += rigidBody.Velocity * intervalDeltaTime;
rigidBody.Transform.Position = nextPosition;
}
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);
}
}