feat: added raycasting support for physics engine 2D

This commit is contained in:
Syntriax 2025-06-09 18:11:20 +03:00
parent adfa6c6ba0
commit 6a41407005
6 changed files with 226 additions and 2 deletions

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@ -1,3 +1,5 @@
using System.Collections.Generic;
using Syntriax.Engine.Core;
namespace Syntriax.Engine.Physics2D;
@ -35,6 +37,26 @@ public interface IPhysicsEngine2D
/// <param name="deltaTime">The time step.</param>
void StepIndividual(IRigidBody2D rigidBody, float deltaTime);
/// <summary>
/// Casts a <see cref="Ray2D"/> into the scene and returns the closest <see cref="RaycastResult"/> it hits, if any.
/// </summary>
/// <param name="ray">The <see cref="Ray2D"/> to cast.</param>
/// <param name="length">The maximum distance to check for intersections. Defaults to <see cref="float.MaxValue"/>.</param>
/// <returns>
/// A <see cref="RaycastResult"/> containing information about the hit, or <see cref="null"/> if no hit was detected.
/// </returns>
RaycastResult? Raycast(Ray2D ray, float length = float.MaxValue);
/// <summary>
/// Casts a <see cref="Ray2D"/> into the scene and stores all hit results in the provided list.
/// </summary>
/// <param name="ray">The <see cref="Ray2D"/> to cast.</param>
/// <param name="results">
/// A list to which all <see cref="RaycastResult"/>s will be added. The list will be populated with zero or more <see cref="RaycastResult"/> objects.
/// </param>
/// <param name="length">The maximum distance to check for intersections. Defaults to <see cref="float.MaxValue"/>.</param>
void Raycast(Ray2D ray, IList<RaycastResult> results, float length = float.MaxValue);
readonly record struct PhysicsIterationArguments(IPhysicsEngine2D Sender, float IterationDeltaTime);
readonly record struct PhysicsStepArguments(IPhysicsEngine2D Sender, float StepDeltaTime);
}

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@ -0,0 +1,23 @@
using Syntriax.Engine.Core;
namespace Syntriax.Engine.Physics2D;
/// <summary>
/// Represents a 2D raycast resolver.
/// </summary>
public interface IRaycastResolver2D
{
/// <summary>
/// Casts a <see cref="Ray2D"/> against a specific <see cref="ICollider2D"/> shape and returns the first hit, if any.
/// </summary>
/// <typeparam name="T">The type of the <see cref="ICollider2D"/>, which must implement <see cref="ICollider2D"/>.</typeparam>
/// <param name="shape">The <see cref="ICollider2D"/> shape to test against.</param>
/// <param name="ray">The <see cref="Ray2D"/> to cast.</param>
/// <param name="length">
/// The maximum distance to check along the <see cref="Ray2D"/>. Defaults to <see cref="float.MaxValue"/>.
/// </param>
/// <returns>
/// A <see cref="RaycastResult"/> containing information about the intersection, or <see cref="null"/> if there was no hit.
/// </returns>
RaycastResult? RaycastAgainst<T>(T shape, Ray2D ray, float length = float.MaxValue) where T : ICollider2D;
}

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@ -0,0 +1,14 @@
using Syntriax.Engine.Core;
namespace Syntriax.Engine.Physics2D;
public readonly struct RaycastResult(Ray2D ray, ICollider2D collider2D, Vector2D position, Vector2D normal)
{
public readonly Ray2D Ray = ray;
public readonly Vector2D Position = position;
public readonly Vector2D Normal = normal;
public readonly ICollider2D Collider2D = collider2D;
public readonly RigidBody2D? RigidBody2D = collider2D.BehaviourController.GetBehaviourInParent<RigidBody2D>();
}

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@ -15,6 +15,7 @@ public class PhysicsEngine2D : Behaviour, IPreUpdate, IPhysicsEngine2D
protected readonly ICollisionDetector2D collisionDetector = null!;
protected readonly ICollisionResolver2D collisionResolver = null!;
protected readonly IRaycastResolver2D raycastResolver = null!;
private static Comparer<IBehaviour> SortByPriority() => Comparer<IBehaviour>.Create((x, y) => y.Priority.CompareTo(x.Priority));
protected ActiveBehaviourCollectorSorted<IPrePhysicsUpdate> physicsPreUpdateCollector = new() { SortBy = SortByPriority() };
@ -27,6 +28,35 @@ public class PhysicsEngine2D : Behaviour, IPreUpdate, IPhysicsEngine2D
public int IterationPerStep { get => _iterationPerStep; set => _iterationPerStep = value < 1 ? 1 : value; }
public float IterationPeriod { get => _iterationPeriod; set => _iterationPeriod = value.Max(0.0001f); }
public RaycastResult? Raycast(Ray2D ray, float length = float.MaxValue)
{
RaycastResult? closestResult = null;
float closestDistance = float.MaxValue;
for (int i = 0; i < colliderCollector.Count; i++)
if (raycastResolver.RaycastAgainst(colliderCollector[i], ray, length) is RaycastResult raycastResult)
{
float magnitudeSquared = raycastResult.Position.FromTo(ray.Origin).MagnitudeSquared;
if (magnitudeSquared > closestDistance)
continue;
closestDistance = magnitudeSquared;
closestResult = raycastResult;
}
return closestResult;
}
public void Raycast(Ray2D ray, IList<RaycastResult> results, float length = float.MaxValue)
{
results.Clear();
for (int i = 0; i < colliderCollector.Count; i++)
if (raycastResolver.RaycastAgainst(colliderCollector[i], ray, length) is RaycastResult raycastResult)
results.Add(raycastResult);
}
public void Step(float deltaTime)
{
float intervalDeltaTime = deltaTime / IterationPerStep;
@ -216,13 +246,15 @@ public class PhysicsEngine2D : Behaviour, IPreUpdate, IPhysicsEngine2D
{
collisionDetector = new CollisionDetector2D();
collisionResolver = new CollisionResolver2D();
raycastResolver = new RaycastResolver2D();
Priority = int.MaxValue;
}
public PhysicsEngine2D(ICollisionDetector2D collisionDetector, ICollisionResolver2D collisionResolver)
public PhysicsEngine2D(ICollisionDetector2D collisionDetector, ICollisionResolver2D collisionResolver, IRaycastResolver2D raycastResolver)
{
this.collisionDetector = collisionDetector;
this.collisionResolver = collisionResolver;
this.raycastResolver = raycastResolver;
Priority = int.MaxValue;
}
}

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@ -19,6 +19,7 @@ public class PhysicsEngine2DStandalone : IPhysicsEngine2D
private readonly ICollisionDetector2D collisionDetector = null!;
private readonly ICollisionResolver2D collisionResolver = null!;
private readonly IRaycastResolver2D raycastResolver = null!;
public int IterationPerStep { get => _iterationCount; set => _iterationCount = value < 1 ? 1 : value; }
@ -43,6 +44,34 @@ public class PhysicsEngine2DStandalone : IPhysicsEngine2D
rigidBody.BehaviourController.OnBehaviourAdded.RemoveListener(delegateOnBehaviourAdded);
rigidBody.BehaviourController.OnBehaviourRemoved.RemoveListener(delegateOnBehaviourRemoved);
}
public RaycastResult? Raycast(Ray2D ray, float length = float.MaxValue)
{
RaycastResult? closestResult = null;
float closestDistance = float.MaxValue;
for (int i = 0; i < colliders.Count; i++)
if (raycastResolver.RaycastAgainst(colliders[i], ray, length) is RaycastResult raycastResult)
{
float magnitudeSquared = raycastResult.Position.FromTo(ray.Origin).MagnitudeSquared;
if (magnitudeSquared > closestDistance)
continue;
closestDistance = magnitudeSquared;
closestResult = raycastResult;
}
return closestResult;
}
public void Raycast(Ray2D ray, IList<RaycastResult> results, float length = float.MaxValue)
{
results.Clear();
for (int i = 0; i < colliders.Count; i++)
if (raycastResolver.RaycastAgainst(colliders[i], ray, length) is RaycastResult raycastResult)
results.Add(raycastResult);
}
public void Step(float deltaTime)
{
@ -203,15 +232,17 @@ public class PhysicsEngine2DStandalone : IPhysicsEngine2D
{
collisionDetector = new CollisionDetector2D();
collisionResolver = new CollisionResolver2D();
raycastResolver = new RaycastResolver2D();
delegateOnBehaviourAdded = OnBehaviourAdded;
delegateOnBehaviourRemoved = OnBehaviourRemoved;
}
public PhysicsEngine2DStandalone(ICollisionDetector2D collisionDetector, ICollisionResolver2D collisionResolver)
public PhysicsEngine2DStandalone(ICollisionDetector2D collisionDetector, ICollisionResolver2D collisionResolver, IRaycastResolver2D raycastResolver)
{
this.collisionDetector = collisionDetector;
this.collisionResolver = collisionResolver;
this.raycastResolver = raycastResolver;
delegateOnBehaviourAdded = OnBehaviourAdded;
delegateOnBehaviourRemoved = OnBehaviourRemoved;

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@ -0,0 +1,102 @@
using System.Collections.Generic;
using Syntriax.Engine.Core;
namespace Syntriax.Engine.Physics2D;
public class RaycastResolver2D : IRaycastResolver2D
{
private readonly Pool<List<Line2D>> lineCacheQueue = new(() => new List<Line2D>(4));
RaycastResult? IRaycastResolver2D.RaycastAgainst<T>(T shape, Ray2D ray, float length)
{
if (shape is IShapeCollider2D shapeCollider)
return RaycastAgainstShape(shapeCollider, ray, length);
else if (shape is ICircleCollider2D circleCollider)
return RaycastAgainstCircle(circleCollider, ray, length);
throw new System.NotSupportedException($"{shape.GetType().FullName} is not supported by {GetType().FullName}. Please implement a {nameof(IRaycastResolver2D)} and use it as the raycast resolver.");
}
public RaycastResult? RaycastAgainstShape(IShapeCollider2D shapeCollider, Ray2D ray, float length)
{
List<Line2D> line2Ds = lineCacheQueue.Get();
line2Ds.Clear();
RaycastResult? raycastResult = null;
float closestRaycastResultSquared = float.MaxValue;
shapeCollider.ShapeWorld.ToLines(line2Ds);
Line2D rayLine = ray.ToLine(length);
foreach (Line2D line in line2Ds)
{
if (line.Intersects(rayLine))
{
Vector2D hitPosition = line.IntersectionPoint(rayLine);
float hitDistanceSquared = ray.Origin.FromTo(hitPosition).MagnitudeSquared;
if (closestRaycastResultSquared < hitDistanceSquared)
continue;
closestRaycastResultSquared = hitDistanceSquared;
Vector2D lineDirection = line.Direction;
Vector2D normal1 = lineDirection.Perpendicular();
Vector2D normal2 = -lineDirection.Perpendicular();
float normalDot1 = rayLine.Direction.Dot(normal1);
float normalDot2 = rayLine.Direction.Dot(normal2);
Vector2D hitNormal = normalDot1 < normalDot2 ? normal1 : normal2;
if (shapeCollider.ShapeWorld.Overlaps(ray.Origin))
hitNormal = hitNormal.Reversed;
raycastResult = new(ray, shapeCollider, hitPosition, hitNormal);
}
}
line2Ds.Clear();
lineCacheQueue.Return(line2Ds);
return raycastResult;
}
public RaycastResult? RaycastAgainstCircle(ICircleCollider2D circleCollider, Ray2D ray, float length)
{
Circle circle = circleCollider.CircleWorld;
if (circle.Overlaps(ray.Origin, out _, out float depth))
{
Vector2D insideNormal = circle.Center.FromTo(ray.Origin).Normalized;
Vector2D insidePosition = circle.Center + insideNormal * circle.Radius;
return new(ray, circleCollider, insidePosition, insideNormal);
}
Vector2D originToCircle = ray.Origin.FromTo(circle.Center);
float distanceToClosest = ray.Direction.Dot(originToCircle);
Vector2D closestPoint = ray.Origin + ray.Direction * distanceToClosest;
Vector2D closestPointToCircle = closestPoint.FromTo(circle.Center);
float closestToCircleDistanceSquared = closestPointToCircle.MagnitudeSquared;
if (closestToCircleDistanceSquared > circle.RadiusSquared)
return null;
float distanceToHit = distanceToClosest - (circle.Radius - closestToCircleDistanceSquared.Sqrt());
if (distanceToHit > length || distanceToHit < 0f)
return null;
Vector2D hitPosition = ray.Evaluate(distanceToHit);
Vector2D hitNormal = circle.Center.FromTo(hitPosition).Normalized;
return new(ray, circleCollider, hitPosition, hitNormal);
}
}