feat: Initial Physics Code From Previous Repo
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146
Engine.Physics2D/Primitives/Line.cs
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146
Engine.Physics2D/Primitives/Line.cs
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using Syntriax.Engine.Core;
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namespace Syntriax.Engine.Physics2D.Primitives;
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public record Line(Vector2D From, Vector2D To)
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{
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public Line Reversed => new(To, From);
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public Vector2D Direction => Vector2D.Normalize(To - From);
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public float Length => (From - To).Length();
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public float LengthSquared => (From - To).LengthSquared();
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public LineEquation LineEquation
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{
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get
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{
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Vector2D slopeVector = To - From;
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float slope = slopeVector.Y / slopeVector.X;
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float yOffset = From.Y - (slope * From.X);
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return new LineEquation(slope, yOffset);
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}
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}
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public bool Intersects(Vector2D point)
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=> Resolve(point.X).ApproximatelyEquals(point);
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public float GetT(Vector2D point)
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{
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float fromX = MathF.Abs(From.X);
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float toX = MathF.Abs(To.X);
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float pointX = MathF.Abs(point.X);
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float min = MathF.Min(fromX, toX);
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float max = MathF.Max(fromX, toX) - min;
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pointX -= min;
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float t = pointX / max;
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// FIXME
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// I don't even know, apparently whatever I wrote up there doesn't take into account of the direction of the line
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// Which... I can see how, but I am also not sure how I can make it take into account. Or actually I'm for some reason
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// too unmotivated to find a solution. Future me, find a better way if possible, please.
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if (!Lerp(t).ApproximatelyEquals(point))
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return 1f - t;
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return t;
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}
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public bool Exist(List<Vector2D> vertices)
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{
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for (int i = 0; i < vertices.Count - 1; i++)
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{
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Vector2D vertexCurrent = vertices[i];
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Vector2D vertexNext = vertices[i];
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if (From == vertexCurrent && To == vertexNext) return true;
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if (From == vertexNext && To == vertexCurrent) return true;
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}
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Vector2D vertexFirst = vertices[0];
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Vector2D vertexLast = vertices[^1];
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if (From == vertexFirst && To == vertexLast) return true;
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if (From == vertexLast && To == vertexFirst) return true;
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return false;
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}
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public float IntersectionParameterT(Line other)
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{
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float numerator = (From.X - other.From.X) * (other.From.Y - other.To.Y) - (From.Y - other.From.Y) * (other.From.X - other.To.X);
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float denominator = (From.X - To.X) * (other.From.Y - other.To.Y) - (From.Y - To.Y) * (other.From.X - other.To.X);
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// Lines are parallel
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if (denominator == 0)
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return float.NaN;
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return numerator / denominator;
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}
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public Vector2D Lerp(float t)
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=> new Vector2D(
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From.X + (To.X - From.X) * t,
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From.Y + (To.Y - From.Y) * t
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);
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public Vector2D Resolve(float x)
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=> new Vector2D(x, LineEquation.Resolve(x));
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public Vector2D ClosestPointTo(Vector2D point)
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{
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// Convert edge points to vectors
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var edgeVector = new Vector2D(To.X - From.X, To.Y - From.Y);
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var pointVector = new Vector2D(point.X - From.X, point.Y - From.Y);
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// Calculate the projection of pointVector onto edgeVector
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float t = (pointVector.X * edgeVector.X + pointVector.Y * edgeVector.Y) / (edgeVector.X * edgeVector.X + edgeVector.Y * edgeVector.Y);
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// Clamp t to the range [0, 1] to ensure the closest point is on the edge
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t = MathF.Max(0, MathF.Min(1, t));
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// Calculate the closest point on the edge
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float closestX = From.X + t * edgeVector.X;
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float closestY = From.Y + t * edgeVector.Y;
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return new Vector2D((float)closestX, (float)closestY);
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}
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public Vector2D IntersectionPoint(Line other)
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=> Vector2D.Lerp(From, To, IntersectionParameterT(other));
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public bool Intersects(Line other)
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{
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int o1 = PhysicsMath.Orientation(From, To, other.From);
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int o2 = PhysicsMath.Orientation(From, To, other.To);
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int o3 = PhysicsMath.Orientation(other.From, other.To, From);
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int o4 = PhysicsMath.Orientation(other.From, other.To, To);
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if (o1 != o2 && o3 != o4)
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return true;
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if (o1 == 0 && PhysicsMath.OnSegment(From, other.From, To)) return true;
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if (o2 == 0 && PhysicsMath.OnSegment(From, other.To, To)) return true;
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if (o3 == 0 && PhysicsMath.OnSegment(other.From, From, other.To)) return true;
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if (o4 == 0 && PhysicsMath.OnSegment(other.From, To, other.To)) return true;
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return false;
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}
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public bool Intersects(Line other, [NotNullWhen(returnValue: true)] out Vector2D? point)
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{
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point = null;
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bool result = Intersects(other);
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if (result)
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point = IntersectionPoint(other);
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return result;
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}
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public bool ApproximatelyEquals(Line other)
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=> From.ApproximatelyEquals(other.From) && To.ApproximatelyEquals(other.To);
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}
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