Syntriax.Engine/Engine.Physics2D/CollisionDetector.cs

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using System.Diagnostics.CodeAnalysis;
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using Syntriax.Engine.Core;
using Syntriax.Engine.Physics2D.Abstract;
namespace Syntriax.Engine.Physics2D;
public class CollisionDetector : ICollisionDetector
{
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public bool TryDetect<T1, T2>(T1 left, T2 right, [NotNullWhen(true)] out CollisionDetectionInformation? collisionInformation)
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where T1 : ICollider2D
where T2 : ICollider2D
{
collisionInformation = default;
if (left is IShapeCollider2D shapeColliderLeft)
{
if (right is IShapeCollider2D shapeColliderRight)
return DetectShapeShape(shapeColliderLeft, shapeColliderRight, out collisionInformation);
else if (right is ICircleCollider2D circleColliderRight)
return DetectShapeCircle(shapeColliderLeft, circleColliderRight, out collisionInformation);
}
else if (left is ICircleCollider2D circleColliderLeft)
{
if (right is IShapeCollider2D shapeColliderRight)
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return DetectCircleShape(circleColliderLeft, shapeColliderRight, out collisionInformation);
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else if (right is ICircleCollider2D circleColliderRight)
return DetectCircleCircle(circleColliderLeft, circleColliderRight, out collisionInformation);
}
return false;
}
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private bool DetectCircleShape(ICircleCollider2D circleCollider, IShapeCollider2D shapeCollider, out CollisionDetectionInformation? collisionInformation)
{
throw new System.NotImplementedException();
}
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private static bool DetectShapeShape(IShapeCollider2D left, IShapeCollider2D right, out CollisionDetectionInformation? collisionInformation)
{
throw new System.NotImplementedException();
}
private static bool DetectShapeCircle(IShapeCollider2D shapeCollider, ICircleCollider2D circleCollider, out CollisionDetectionInformation? collisionInformation)
{
throw new System.NotImplementedException();
}
private static bool DetectCircleCircle(ICircleCollider2D left, ICircleCollider2D right, out CollisionDetectionInformation? collisionInformation)
{
collisionInformation = default;
Vector2D leftToRightCenter = left.CircleWorld.Center.FromTo(right.CircleWorld.Center);
float distanceCircleCenter = leftToRightCenter.Magnitude;
float radiusSum = left.CircleWorld.Radius + right.CircleWorld.Radius;
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float circleSurfaceDistance = distanceCircleCenter - radiusSum;
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bool collision = circleSurfaceDistance <= 0f;
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if (collision)
collisionInformation = new(left, right, leftToRightCenter.Normalized, -circleSurfaceDistance);
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return collision;
}
}