feat: Collider2DBehaviourBase

This commit is contained in:
Syntriax 2024-01-25 20:42:49 +03:00
parent 9e1f38897f
commit 00b80f1a01
3 changed files with 31 additions and 29 deletions

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using System;
using Syntriax.Engine.Core;
using Syntriax.Engine.Core.Abstract;
using Syntriax.Engine.Physics2D.Abstract;
namespace Syntriax.Engine.Physics2D;
public abstract class Collider2DBehaviourBase : BehaviourOverride, ICollider2D
{
public Action<ICollider2D, ICollider2D>? OnCollisionPreResolve { get; set; } = null;
public Action<ICollider2D, ICollider2D>? OnCollisionResolved { get; set; } = null;
protected IRigidBody2D? _rigidBody2D = null;
public IRigidBody2D? RigidBody2D => _rigidBody2D;
ITransform IAssignableTransform.Transform => Transform;
Action<IAssignableTransform>? IAssignableTransform.OnTransformAssigned { get => GameObject.OnTransformAssigned; set => GameObject.OnTransformAssigned = value; }
bool IAssignableTransform.Assign(ITransform transform) => GameObject.Assign(transform);
public abstract void Recalculate();
protected override void OnInitialize() => BehaviourController.TryGetBehaviour(out _rigidBody2D);
}

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using System;
using Syntriax.Engine.Core; using Syntriax.Engine.Core;
using Syntriax.Engine.Core.Abstract;
using Syntriax.Engine.Physics2D.Abstract; using Syntriax.Engine.Physics2D.Abstract;
using Syntriax.Engine.Physics2D.Primitives; using Syntriax.Engine.Physics2D.Primitives;
namespace Syntriax.Engine.Physics2D; namespace Syntriax.Engine.Physics2D;
public class Collider2DCircleBehaviour : BehaviourOverride, ICircleCollider2D public class Collider2DCircleBehaviour : Collider2DBehaviourBase, ICircleCollider2D
{ {
public Action<ICollider2D, ICollider2D>? OnCollisionPreResolve { get; set; } = null;
public Action<ICollider2D, ICollider2D>? OnCollisionResolved { get; set; } = null;
public Circle CircleWorld { get; protected set; } = new(Vector2D.Zero, 1f); public Circle CircleWorld { get; protected set; } = new(Vector2D.Zero, 1f);
public Circle CircleLocal { get; set; } = new(Vector2D.Zero, 1f); public Circle CircleLocal { get; set; } = new(Vector2D.Zero, 1f);
public IRigidBody2D? RigidBody2D { get; set; } = null;
ITransform IAssignableTransform.Transform => Transform; public override void Recalculate() => CircleWorld = Transform.TransformCircle(CircleLocal).Displace(Transform.Position);
Action<IAssignableTransform>? IAssignableTransform.OnTransformAssigned { get => GameObject.OnTransformAssigned; set => GameObject.OnTransformAssigned = value; }
bool IAssignableTransform.Assign(ITransform transform) => GameObject.Assign(transform);
public virtual void Recalculate() => CircleWorld = Transform.TransformCircle(CircleLocal).Displace(Transform.Position);
} }

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using System;
using Syntriax.Engine.Core;
using Syntriax.Engine.Core.Abstract;
using Syntriax.Engine.Physics2D.Abstract; using Syntriax.Engine.Physics2D.Abstract;
using Syntriax.Engine.Physics2D.Primitives; using Syntriax.Engine.Physics2D.Primitives;
namespace Syntriax.Engine.Physics2D; namespace Syntriax.Engine.Physics2D;
public class Collider2DShapeBehaviour : BehaviourOverride, IShapeCollider2D public class Collider2DShapeBehaviour : Collider2DBehaviourBase, IShapeCollider2D
{ {
public Action<ICollider2D, ICollider2D>? OnCollisionPreResolve { get; set; } = null;
public Action<ICollider2D, ICollider2D>? OnCollisionResolved { get; set; } = null;
public Shape ShapeWorld => _shapeWorld; public Shape ShapeWorld => _shapeWorld;
public Shape ShapeLocal { get; set; } = new([new(1f, 1f), new(-1f, 1f), new(-1f, -1f), new(1f, -1f)]); public Shape ShapeLocal { get; set; } = new([new(1f, 1f), new(-1f, 1f), new(-1f, -1f), new(1f, -1f)]);
public IRigidBody2D? RigidBody2D { get; set; } = null;
protected Shape _shapeWorld = new([new(1f, 1f), new(-1f, 1f), new(-1f, -1f), new(1f, -1f)]); protected Shape _shapeWorld = new([new(1f, 1f), new(-1f, 1f), new(-1f, -1f), new(1f, -1f)]);
ITransform IAssignableTransform.Transform => Transform; public override void Recalculate() => Transform.TransformShape(ShapeLocal, ref _shapeWorld);
Action<IAssignableTransform>? IAssignableTransform.OnTransformAssigned { get => GameObject.OnTransformAssigned; set => GameObject.OnTransformAssigned = value; }
bool IAssignableTransform.Assign(ITransform transform) => GameObject.Assign(transform);
public virtual void Recalculate() => Transform.TransformShape(ShapeLocal, ref _shapeWorld);
} }