feat: added CollisionDetectionInformation.ContactPoint
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@@ -7,14 +7,16 @@ public readonly struct CollisionDetectionInformation
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(
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ICollider2D Detector,
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ICollider2D Detected,
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Vector2D ContactPoint,
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Vector2D Normal,
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float Penetration
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)
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{
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public ICollider2D Detector { get; init; } = Detector;
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public ICollider2D Detected { get; init; } = Detected;
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public Vector2D ContactPoint { get; init; } = ContactPoint;
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public Vector2D Normal { get; init; } = Normal;
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public float Penetration { get; init; } = Penetration;
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public CollisionDetectionInformation Reverse() => new(Detected, Detector, -Normal, Penetration);
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public CollisionDetectionInformation Reverse() => new(Detected, Detector, ContactPoint, -Normal, Penetration);
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}
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@@ -1,3 +1,5 @@
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using System.Collections.Generic;
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using Engine.Core;
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using Engine.Physics2D;
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@@ -41,12 +43,13 @@ public class CollisionDetector2D : ICollisionDetector2D
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private static bool DetectShapeShapeOneWay(IShapeCollider2D left, IShapeCollider2D right, ref CollisionDetectionInformation collisionInformation)
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{
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System.Collections.Generic.IReadOnlyList<Vector2D> vertices = left.ShapeWorld.Vertices;
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IReadOnlyList<Vector2D> vertices = left.ShapeWorld.Vertices;
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int count = vertices.Count;
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for (int indexProjection = 0; indexProjection < count; indexProjection++)
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{
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Vector2D projectionVector = vertices[indexProjection].FromTo(vertices[(indexProjection + 1) % count]).Perpendicular().Normalized;
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Vector2D leftEdge = vertices[indexProjection].FromTo(vertices[(indexProjection + 1) % count]);
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Vector2D projectionVector = leftEdge.Perpendicular().Normalized;
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Projection1D leftProjection = left.ShapeWorld.ToProjection(projectionVector);
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Projection1D rightProjection = right.ShapeWorld.ToProjection(projectionVector);
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@@ -55,17 +58,61 @@ public class CollisionDetector2D : ICollisionDetector2D
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return false;
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if (collisionInformation.Detector is null || Math.Abs(collisionInformation.Penetration) > Math.Abs(depth))
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collisionInformation = new(left, right, projectionVector, depth);
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{
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Vector2D contactPoint = FindShapeToShapeContactPoint(left, right, projectionVector);
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collisionInformation = new(left, right, contactPoint, projectionVector, depth);
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}
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}
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return true;
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}
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private static Vector2D FindShapeToShapeContactPoint(IShapeCollider2D left, IShapeCollider2D right, Vector2D contactProjectionVector)
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{
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IReadOnlyList<Vector2D> leftVertices = left.ShapeWorld.Vertices;
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IReadOnlyList<Vector2D> rightVertices = right.ShapeWorld.Vertices;
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Line2D leftSupportLine = GetSupportLine(leftVertices, contactProjectionVector);
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Line2D rightSupportLine = GetSupportLine(rightVertices, -contactProjectionVector);
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if (leftSupportLine.Direction.Dot(rightSupportLine.Direction).Abs() > .99f)
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return (leftSupportLine.From + leftSupportLine.To + rightSupportLine.From + rightSupportLine.To) / 4f;
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return leftSupportLine.IntersectionPoint(rightSupportLine);
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}
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private static Line2D GetSupportLine(IReadOnlyList<Vector2D> vertices, Vector2D contactProjectionVector)
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{
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System.Span<Vector2D> points = stackalloc Vector2D[2];
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System.Span<float> distances = stackalloc float[2] { float.MaxValue, float.MaxValue };
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for (int i = 0; i < vertices.Count; i++)
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{
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Vector2D point = vertices[i];
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float distance = contactProjectionVector.Dot(point);
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if (distance < distances[0])
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{
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points[1] = points[0];
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distances[1] = distances[0];
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points[0] = point;
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distances[0] = distance;
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}
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else if (distance < distances[1])
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{
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points[1] = point;
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distances[1] = distance;
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}
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}
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return new(points[0], points[1]);
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}
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private static bool DetectShapeCircle(IShapeCollider2D shapeCollider, ICircleCollider2D circleCollider, out CollisionDetectionInformation collisionInformation)
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{
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collisionInformation = default;
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System.Collections.Generic.IReadOnlyList<Vector2D> vertices = shapeCollider.ShapeWorld.Vertices;
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IReadOnlyList<Vector2D> vertices = shapeCollider.ShapeWorld.Vertices;
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int count = vertices.Count;
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for (int indexProjection = 0; indexProjection < count; indexProjection++)
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@@ -78,8 +125,10 @@ public class CollisionDetector2D : ICollisionDetector2D
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if (!shapeProjection.Overlaps(circleProjection, out float depth))
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return false;
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Vector2D contactPoint = circleCollider.CircleWorld.Center + projectionVector * circleCollider.CircleWorld.Radius;
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if (collisionInformation.Detector is null || Math.Abs(collisionInformation.Penetration) > Math.Abs(depth))
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collisionInformation = new(shapeCollider, circleCollider, projectionVector, depth);
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collisionInformation = new(shapeCollider, circleCollider, contactPoint, projectionVector, depth);
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}
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{
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@@ -91,8 +140,10 @@ public class CollisionDetector2D : ICollisionDetector2D
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if (!shapeProjection.Overlaps(circleProjection, out float depth))
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return false;
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Vector2D contactPoint = circleCollider.CircleWorld.Center + shapeToCircleProjectionVector * circleCollider.CircleWorld.Radius;
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if (collisionInformation.Detector is null || Math.Abs(collisionInformation.Penetration) > Math.Abs(depth))
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collisionInformation = new(shapeCollider, circleCollider, shapeToCircleProjectionVector, depth);
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collisionInformation = new(shapeCollider, circleCollider, contactPoint, shapeToCircleProjectionVector, depth);
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}
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return true;
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@@ -110,7 +161,10 @@ public class CollisionDetector2D : ICollisionDetector2D
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bool collision = leftProjection.Overlaps(rightProjection, out float depth);
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if (collision)
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collisionInformation = new(left, right, leftToRightCenterProjectionVector, depth);
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{
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Vector2D contactPoint = left.CircleWorld.Center + leftToRightCenterProjectionVector * left.CircleWorld.Radius;
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collisionInformation = new(left, right, contactPoint, leftToRightCenterProjectionVector, depth);
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}
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return collision;
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}
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