feat: Test Collision Detection & Move
This commit is contained in:
parent
f5be49609b
commit
0af1b11396
|
@ -4,17 +4,16 @@ using System.Collections.Generic;
|
|||
using Syntriax.Engine.Core;
|
||||
using Syntriax.Engine.Core.Abstract;
|
||||
using Syntriax.Engine.Physics2D.Abstract;
|
||||
using Syntriax.Engine.Physics2D.Primitives;
|
||||
|
||||
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 readonly List<IRigidBody2D> rigidBodies = new(32);
|
||||
private readonly List<ICollider2D> colliders = new(64);
|
||||
|
||||
private int _iterationCount = 1;
|
||||
|
||||
private ICollisionDetector collisionDetector = new CollisionDetector();
|
||||
|
||||
public int IterationCount { get => _iterationCount; set => _iterationCount = value < 1 ? 1 : value; }
|
||||
|
||||
|
@ -43,11 +42,32 @@ public class PhysicsEngine2D : IPhysicsEngine2D
|
|||
|
||||
for (int iterationIndex = 0; iterationIndex < IterationCount; iterationIndex++)
|
||||
{
|
||||
foreach (var rigidBody in rigidBodies)
|
||||
StepRigidBody(rigidBody, intervalDeltaTime);
|
||||
// Can Parallel
|
||||
for (int i = 0; i < rigidBodies.Count; i++)
|
||||
StepRigidBody(rigidBodies[i], intervalDeltaTime);
|
||||
|
||||
// Can Parallel
|
||||
foreach (var collider in colliders)
|
||||
collider.Recalculate();
|
||||
|
||||
// Can Parallel
|
||||
for (int x = 0; x < colliders.Count; x++)
|
||||
{
|
||||
ICollider2D? colliderX = colliders[x];
|
||||
for (int y = 0; y < colliders.Count; y++)
|
||||
{
|
||||
ICollider2D? colliderY = colliders[y];
|
||||
|
||||
if (colliderX.RigidBody2D == colliderY.RigidBody2D && colliderY.RigidBody2D is null)
|
||||
continue;
|
||||
|
||||
if (collisionDetector.TryDetect(colliderX, colliderY, out CollisionDetectionInformation? information))
|
||||
{
|
||||
information.Left.Transform.Position -= .5f * information.Normal * information.Penetration;
|
||||
information.Right.Transform.Position += .5f * information.Normal * information.Penetration;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -57,6 +77,20 @@ public class PhysicsEngine2D : IPhysicsEngine2D
|
|||
rigidBody.Transform.Rotation += rigidBody.AngularVelocity * intervalDeltaTime;
|
||||
}
|
||||
|
||||
private static void CacheRotations(List<IRigidBody2D> rigidBodies, List<float> rotations)
|
||||
{
|
||||
rotations.Clear();
|
||||
for (int i = 0; i < rigidBodies.Count; i++)
|
||||
rotations.Add(rigidBodies[i].Transform.Rotation);
|
||||
}
|
||||
|
||||
private static void CachePositions(List<IRigidBody2D> rigidBodies, List<Vector2D> positions)
|
||||
{
|
||||
positions.Clear();
|
||||
for (int i = 0; i < rigidBodies.Count; i++)
|
||||
positions.Add(rigidBodies[i].Transform.Position);
|
||||
}
|
||||
|
||||
private void OnBehaviourAdded(IBehaviourController controller, IBehaviour behaviour)
|
||||
{
|
||||
if (behaviour is not ICollider2D collider2D)
|
||||
|
|
Loading…
Reference in New Issue