feat(physics): added area & inertia calculations for the shape and circles

This commit is contained in:
2026-04-04 18:49:27 +03:00
parent 6db427f39b
commit af2eed2200
6 changed files with 107 additions and 2 deletions

View File

@@ -30,6 +30,16 @@ public interface ICollider2D : IBehaviour
/// </summary>
IRigidBody2D? RigidBody2D { get; }
/// <summary>
/// The area of the <see cref="ICollider2D"/>.
/// </summary>
float Area { get; }
/// <summary>
/// The geometric inertia of the <see cref="ICollider2D"/>.
/// </summary>
float GeometricInertia { get; }
/// <summary>
/// The value indicating whether the <see cref="ICollider2D"/> is a trigger.
/// </summary>

View File

@@ -20,6 +20,9 @@ public abstract class Collider2DBase : Behaviour2D, ICollider2D
public IRigidBody2D? RigidBody2D { get; protected set; } = null;
public bool IsTrigger { get; set; } = false;
public abstract float Area { get; }
public abstract float GeometricInertia { get; }
public void Recalculate()
{
if (!NeedsRecalculation)

View File

@@ -15,7 +15,15 @@ public class Collider2DCircle : Collider2DBase, ICircleCollider2D
}
} = Circle.UnitCircle;
public override void CalculateCollider() => CircleWorld = Transform.Transform(CircleLocal);
private float area = 0f; public override float Area => area;
private float geometricInertia = 0f; public override float GeometricInertia => geometricInertia;
public override void CalculateCollider()
{
CircleWorld = Transform.Transform(CircleLocal);
area = CircleWorld.Area;
geometricInertia = CircleWorld.GeometricInertia;
}
public Collider2DCircle() { }
public Collider2DCircle(Circle circle) => CircleLocal = circle;

View File

@@ -15,7 +15,16 @@ public class Collider2DShape : Collider2DBase, IShapeCollider2D
}
} = Shape2D.Square;
public override void CalculateCollider() => ShapeLocal.Transform(Transform, ShapeWorld);
private float area = 0f; public override float Area => area;
private float geometricInertia = 0f; public override float GeometricInertia => geometricInertia;
public override void CalculateCollider()
{
ShapeLocal.Transform(Transform, ShapeWorld);
area = ShapeWorld.Area;
geometricInertia = ShapeWorld.GetGeometricInertia(Transform.Position);
}
public Collider2DShape() { }
public Collider2DShape(Shape2D shape) { ShapeLocal = shape; }