refactor: Added Static Methods Back

This commit is contained in:
Syntriax 2024-01-23 19:18:31 +03:00
parent bd03d036aa
commit 0d29ab066f
3 changed files with 77 additions and 60 deletions

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@ -0,0 +1,77 @@
using System;
using Syntriax.Engine.Core;
using Syntriax.Engine.Physics2D;
using Syntriax.Engine.Physics2D.Primitives;
namespace Engine.Physics2D;
public static partial class Physics2D
{
public const float RadianToDegree = 57.29577866666166f;
public const float DegreeToRadian = 0.01745329277777778f;
public static bool Overlaps(this Circle left, Circle right)
{
float distanceSquared = left.Position.FromTo(right.Position).LengthSquared();
float radiusSumSquared = left.RadiusSquared + right.RadiusSquared;
return distanceSquared < radiusSumSquared;
}
public static bool Overlaps(this Circle left, Circle right, out Vector2D normal, out float depth)
{
Vector2D distanceVector = left.Position.FromTo(right.Position);
float distanceSquared = distanceVector.LengthSquared();
float radiusSumSquared = left.RadiusSquared + right.RadiusSquared;
bool isOverlapping = distanceSquared < radiusSumSquared;
depth = 0f;
normal = distanceVector.Normalized;
if (isOverlapping)
depth = MathF.Sqrt(radiusSumSquared - distanceSquared);
return isOverlapping;
}
public static bool Overlaps(this Circle circle, Vector2D point) => circle.Position.FromTo(point).LengthSquared() <= circle.RadiusSquared;
public static bool Overlaps(this Circle circle, Vector2D point, out Vector2D normal, out float depth)
{
Vector2D distanceVector = circle.Position.FromTo(point);
float distanceSquared = distanceVector.LengthSquared();
float radiusSquared = circle.RadiusSquared;
bool isOverlapping = distanceSquared < radiusSquared;
depth = 0f;
normal = distanceVector.Normalized;
if (isOverlapping)
depth = MathF.Sqrt(radiusSquared - distanceSquared);
return isOverlapping;
}
public static bool Overlaps(this AABB aabb, Vector2D point)
=> point.X >= aabb.LowerBoundary.X && point.X <= aabb.UpperBoundary.X &&
point.Y >= aabb.LowerBoundary.Y && point.Y <= aabb.UpperBoundary.Y;
public static bool Overlaps(this AABB left, AABB right)
=> left.LowerBoundary.X <= right.UpperBoundary.X && left.UpperBoundary.X >= right.LowerBoundary.X &&
left.LowerBoundary.Y <= right.UpperBoundary.Y && left.UpperBoundary.Y >= right.LowerBoundary.Y;
public static bool Overlaps(Triangle triangle, Vector2D point)
{
float originalTriangleArea = triangle.Area;
float pointTriangleArea1 = new Triangle(point, triangle.B, triangle.C).Area;
float pointTriangleArea2 = new Triangle(triangle.A, point, triangle.C).Area;
float pointTriangleArea3 = new Triangle(triangle.A, triangle.B, point).Area;
float pointTriangleAreasSum = pointTriangleArea1 + pointTriangleArea2 + pointTriangleArea3;
return originalTriangleArea.ApproximatelyEquals(pointTriangleAreasSum, float.Epsilon * 3f);
}
public static bool LaysOn(this Vector2D point, Line line) => Line.Intersects(line, point);
}

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@ -1,7 +1,6 @@
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Syntriax.Engine.Core;
using Syntriax.Engine.Physics2D.Primitives;
@ -9,52 +8,6 @@ namespace Syntriax.Engine.Physics2D;
public static class PhysicsMath
{
public static Vector2D Scale(this Vector2D original, Vector2D scale)
=> new Vector2D(original.X * scale.X, original.Y * scale.Y);
public static Triangle ToSuperTriangle(this IList<Vector2D> vertices)
{
float minX = float.MaxValue, minY = float.MaxValue;
float maxX = float.MinValue, maxY = float.MinValue;
foreach (Vector2D point in vertices)
{
minX = MathF.Min(minX, point.X);
minY = MathF.Min(minY, point.Y);
maxX = MathF.Max(maxX, point.X);
maxY = MathF.Max(maxY, point.Y);
}
float dx = maxX - minX;
float dy = maxY - minY;
float deltaMax = MathF.Max(dx, dy);
float midX = (minX + maxX) / 2;
float midY = (minY + maxY) / 2;
Vector2D p1 = new Vector2D((float)midX - 20f * (float)deltaMax, (float)midY - (float)deltaMax);
Vector2D p2 = new Vector2D((float)midX, (float)midY + 20 * (float)deltaMax);
Vector2D p3 = new Vector2D((float)midX + 20 * (float)deltaMax, (float)midY - (float)deltaMax);
return new Triangle(p1, p2, p3);
}
public static IList<Line> ToLines(this IList<Vector2D> vertices)
{
List<Line> lines = new List<Line>(vertices.Count - 1);
ToLines(vertices, lines);
return lines;
}
public static void ToLines(this IList<Vector2D> vertices, IList<Line> lines)
{
lines.Clear();
for (int i = 0; i < vertices.Count - 1; i++)
lines.Add(new(vertices[i], vertices[i + 1]));
lines.Add(new(vertices[^1], vertices[0]));
}
public static bool LaysOn(this Vector2D point, Line line)
=> line.Resolve(point.X).ApproximatelyEquals(point);
// Given three collinear points p, q, r, the function checks if
@ -92,10 +45,6 @@ public static class PhysicsMath
public static bool ApproximatelyEquals(this float a, float b)
=> ApproximatelyEquals(a, b, float.Epsilon);
public static bool ApproximatelyEquals(this Vector2 a, Vector2 b)
=> ApproximatelyEquals(a, b, float.Epsilon);
public static bool ApproximatelyEquals(this Vector2 a, Vector2 b, float epsilon)
=> ApproximatelyEquals(a.X, b.X, epsilon) && ApproximatelyEquals(a.Y, b.Y, epsilon);
public static bool ApproximatelyEquals(this Vector2D a, Vector2D b)
=> ApproximatelyEquals(a, b, float.Epsilon);
public static bool ApproximatelyEquals(this Vector2D a, Vector2D b, float epsilon)

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@ -1,9 +0,0 @@
namespace Syntriax.Engine.Physics2D.Primitives;
public static class Math
{
public const float RadianToDegree = 57.29577866666166f;
public const float DegreeToRadian = 0.01745329277777778f;
public static float Clamp(float value, float min, float max) => (value < min) ? min : (value > max) ? max : value;
}