BREAKING CHANGE: New ICollider
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using Syntriax.Engine.Physics2D.Primitives;
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namespace Syntriax.Engine.Physics2D.Abstract;
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public interface ICircleCollider2D : ICollider2D
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{
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Circle CircleLocal { get; set; }
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Circle CircleWorld { get; }
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}
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@ -1,6 +1,4 @@
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using System;
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using System.Collections.Generic;
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using Syntriax.Engine.Core;
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using Syntriax.Engine.Core.Abstract;
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@ -9,11 +7,9 @@ namespace Syntriax.Engine.Physics2D.Abstract;
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public interface ICollider2D : IBehaviour, IAssignableTransform
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{
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Action<ICollider2D, ICollider2D>? OnCollisionPreResolve { get; set; }
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Action<ICollider2D, ICollider2D>? OnCollisionResolved { get; set; }
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IRigidBody2D? RigidBody2D { get; }
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IList<Vector2D> Vertices { get; }
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bool CheckCollision(Vector2D point);
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void Recalculate();
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}
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@ -11,4 +11,5 @@ public interface IRigidBody2D : IBehaviour, IAssignableTransform
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float AngularVelocity { get; set; }
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float Mass { get; set; }
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bool IsStatic { get; set; }
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}
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using Syntriax.Engine.Physics2D.Primitives;
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namespace Syntriax.Engine.Physics2D.Abstract;
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public interface IShapeCollider2D : ICollider2D
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{
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Shape ShapeLocal { get; set; }
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Shape ShapeWorld { get; }
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}
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@ -1,67 +0,0 @@
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using System;
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using System.Collections.Generic;
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using Engine.Physics2D;
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using Syntriax.Engine.Core;
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using Syntriax.Engine.Core.Abstract;
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using Syntriax.Engine.Physics2D.Abstract;
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using Syntriax.Engine.Physics2D.Primitives;
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namespace Syntriax.Engine.Physics2D;
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public class Collider2DAABBBehaviour : BehaviourOverride, ICollider2D
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{
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public AABB AABBLocal { get; set; } = null!;
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public AABB AABBWorld { get; private set; } = null!;
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private IRigidBody2D? _rigidBody2D = null;
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private List<Vector2D> _vertices = new List<Vector2D>(4);
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public IRigidBody2D? RigidBody2D
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{
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get
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{
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if (_rigidBody2D is null)
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BehaviourController.TryGetBehaviour(out _rigidBody2D);
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return _rigidBody2D;
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}
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}
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public Action<ICollider2D, ICollider2D>? OnCollisionPreResolve { get; set; } = null;
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public Action<IAssignableTransform>? OnTransformAssigned { get => GameObject.OnTransformAssigned; set => GameObject.OnTransformAssigned = value; }
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ITransform IAssignableTransform.Transform => Transform;
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public bool Assign(ITransform transform) => GameObject.Assign(transform);
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public IList<Vector2D> Vertices => _vertices;
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public bool CheckCollision(Vector2D point)
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{
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return AABBWorld.Overlaps(point);
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}
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public void Recalculate()
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{
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AABBWorld = new AABB(
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AABBLocal.LowerBoundary.Scale(Transform.Scale) + Transform.Position,
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AABBLocal.UpperBoundary.Scale(Transform.Scale) + Transform.Position
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);
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Vertices.Clear();
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Vertices.Add(AABBWorld.LowerBoundary);
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Vertices.Add(new Vector2D(AABBWorld.LowerBoundary.X, AABBWorld.UpperBoundary.Y));
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Vertices.Add(AABBWorld.UpperBoundary);
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Vertices.Add(new Vector2D(AABBWorld.UpperBoundary.X, AABBWorld.LowerBoundary.Y));
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}
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public Collider2DAABBBehaviour(Vector2D lowerBoundary, Vector2D upperBoundary)
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{
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AABBLocal = new AABB(lowerBoundary, upperBoundary);
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AABBWorld = new AABB(lowerBoundary, upperBoundary);
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}
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public Collider2DAABBBehaviour()
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{
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AABBLocal = new(Vector2D.Zero, Vector2D.Zero);
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AABBWorld = new(Vector2D.Zero, Vector2D.Zero);
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}
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}
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using System;
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using Syntriax.Engine.Core;
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using Syntriax.Engine.Core.Abstract;
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using Syntriax.Engine.Physics2D.Abstract;
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using Syntriax.Engine.Physics2D.Primitives;
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namespace Syntriax.Engine.Physics2D;
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public class Collider2DCircleBehaviour : BehaviourOverride, ICircleCollider2D
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{
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public Action<ICollider2D, ICollider2D>? OnCollisionPreResolve { get; set; } = null;
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public Action<ICollider2D, ICollider2D>? OnCollisionResolved { get; set; } = null;
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public Action<IAssignableTransform>? OnTransformAssigned { get; set; } = null;
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public Circle CircleWorld { get; protected set; } = new(Vector2D.Zero, 1f);
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public Circle CircleLocal { get; set; } = new(Vector2D.Zero, 1f);
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public IRigidBody2D? RigidBody2D { get; set; } = null;
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ITransform IAssignableTransform.Transform => GameObject.Transform;
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public bool Assign(ITransform transform) => GameObject.Assign(transform);
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public virtual void Recalculate() => CircleWorld = Transform.TransformCircle(CircleLocal).Displace(Transform.Position);
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}
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using System;
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using Syntriax.Engine.Core;
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using Syntriax.Engine.Core.Abstract;
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using Syntriax.Engine.Physics2D.Abstract;
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using Syntriax.Engine.Physics2D.Primitives;
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namespace Syntriax.Engine.Physics2D;
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public class Collider2DShapeBehaviour : BehaviourOverride, IShapeCollider2D
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{
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public Action<ICollider2D, ICollider2D>? OnCollisionPreResolve { get; set; } = null;
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public Action<ICollider2D, ICollider2D>? OnCollisionResolved { get; set; } = null;
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public Action<IAssignableTransform>? OnTransformAssigned { get; set; } = null;
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public Shape ShapeWorld => _shapeWorld;
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public Shape ShapeLocal { get; set; } = new([new(1f, 1f), new(-1f, 1f), new(-1f, -1f), new(1f, -1f)]);
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public IRigidBody2D? RigidBody2D { get; set; } = null;
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protected Shape _shapeWorld = new([new(1f, 1f), new(-1f, 1f), new(-1f, -1f), new(1f, -1f)]);
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ITransform IAssignableTransform.Transform => GameObject.Transform;
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public bool Assign(ITransform transform) => GameObject.Assign(transform);
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public virtual void Recalculate() => Transform.TransformShape(ShapeLocal, ref _shapeWorld);
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}
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@ -10,7 +10,7 @@ public static partial class Physics2D
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{
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public static bool Overlaps(this Circle left, Circle right)
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{
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float distanceSquared = left.Position.FromTo(right.Position).LengthSquared();
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float distanceSquared = left.Center.FromTo(right.Center).LengthSquared();
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float radiusSumSquared = left.RadiusSquared + right.RadiusSquared;
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return distanceSquared < radiusSumSquared;
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@ -18,7 +18,7 @@ public static partial class Physics2D
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public static bool Overlaps(this Circle left, Circle right, out Vector2D normal, out float depth)
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{
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Vector2D distanceVector = left.Position.FromTo(right.Position);
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Vector2D distanceVector = left.Center.FromTo(right.Center);
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float distanceSquared = distanceVector.LengthSquared();
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float radiusSumSquared = left.RadiusSquared + right.RadiusSquared;
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bool isOverlapping = distanceSquared < radiusSumSquared;
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return isOverlapping;
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}
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public static bool Overlaps(this Circle circle, Vector2D point) => circle.Position.FromTo(point).LengthSquared() <= circle.RadiusSquared;
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public static bool Overlaps(this Circle circle, Vector2D point) => circle.Center.FromTo(point).LengthSquared() <= circle.RadiusSquared;
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public static bool Overlaps(this Circle circle, Vector2D point, out Vector2D normal, out float depth)
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{
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Vector2D distanceVector = circle.Position.FromTo(point);
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Vector2D distanceVector = circle.Center.FromTo(point);
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float distanceSquared = distanceVector.LengthSquared();
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float radiusSquared = circle.RadiusSquared;
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bool isOverlapping = distanceSquared < radiusSquared;
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using Syntriax.Engine.Core;
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using Syntriax.Engine.Core.Abstract;
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namespace Syntriax.Engine.Physics2D.Primitives;
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@ -7,11 +8,26 @@ public record Circle(Vector2D Center, float Radius)
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public float RadiusSquared => Radius * Radius;
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public float Diameter => 2f * Radius;
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public static Circle SetCenter(Circle circle, Vector2D center) => new(center, circle.Radius);
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public static Circle SetRadius(Circle circle, float radius) => new(circle.Center, radius);
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public static Circle Displace(Circle circle, Vector2D displaceVector) => new(circle.Center + displaceVector, circle.Radius);
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public static Circle TransformCircle(ITransform transform, Circle circle)
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=> new(transform.TransformVector2D(circle.Center), circle.Radius * transform.Scale.Magnitude);
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public static bool ApproximatelyEquals(Circle left, Circle right)
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=> left.Center.ApproximatelyEquals(right.Center) && left.Radius.ApproximatelyEquals(right.Radius);
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}
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public static class CircleExtensions
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{
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public static Circle SetCenter(this Circle circle, Vector2D center) => Circle.SetCenter(circle, center);
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public static Circle SetRadius(this Circle circle, float radius) => Circle.SetRadius(circle, radius);
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public static Circle Displace(this Circle circle, Vector2D displaceVector) => Circle.Displace(circle, displaceVector);
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public static Circle TransformCircle(this ITransform transform, Circle circle) => TransformCircle(transform, circle);
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public static bool ApproximatelyEquals(this Circle left, Circle right) => Circle.ApproximatelyEquals(left, right);
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}
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@ -3,6 +3,7 @@ using System.Collections;
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using System.Collections.Generic;
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using Syntriax.Engine.Core;
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using Syntriax.Engine.Core.Abstract;
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namespace Syntriax.Engine.Physics2D.Primitives;
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@ -51,6 +52,26 @@ public record Shape(IList<Vector2D> Vertices) : IEnumerable<Vector2D>
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return lines;
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}
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public static Shape TransformShape(Shape shape, ITransform transform)
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{
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List<Vector2D> vertices = new(shape.Vertices.Count);
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int count = shape.Vertices.Count;
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for (int i = 0; i < count; i++)
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vertices.Add(transform.TransformVector2D(shape[i]));
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return new Shape(vertices);
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}
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public static void TransformShape(Shape from, ITransform transform, ref Shape to)
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{
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to.Vertices.Clear();
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int count = from.Vertices.Count;
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for (int i = 0; i < count; i++)
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to.Vertices.Add(transform.TransformVector2D(from[i]));
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}
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public static bool ApproximatelyEquals(Shape left, Shape right)
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{
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if (left.Vertices.Count != right.Vertices.Count)
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public static void ToLines(this Shape shape, IList<Line> lines) => Shape.GetLines(shape, lines);
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public static List<Line> ToLines(this Shape shape) => Shape.GetLines(shape);
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public static Shape TransformShape(this ITransform transform, Shape shape) => Shape.TransformShape(shape, transform);
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public static void TransformShape(this ITransform transform, Shape from, ref Shape to) => Shape.TransformShape(from, transform, ref to);
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public static bool ApproximatelyEquals(this Shape left, Shape right) => Shape.ApproximatelyEquals(left, right);
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}
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@ -15,7 +15,8 @@ public class RigidBody2D : BehaviourOverride, IRigidBody2D
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public Vector2D Velocity { get; set; } = Vector2D.Zero;
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public float AngularVelocity { get; set; } = 0f;
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public float Mass { get; set; } = 0f;
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public float Mass { get; set; } = 1f;
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public bool IsStatic { get; set; } = false;
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ITransform IAssignableTransform.Transform => Transform;
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