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8 Commits
9e1f38897f
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0ba8927858
Author | SHA1 | Date | |
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0ba8927858 | |||
ab9181fe3f | |||
266443504f | |||
3c39e6709d | |||
e7ca96e2e2 | |||
3b83be695c | |||
601d15fa45 | |||
00b80f1a01 |
@@ -28,6 +28,7 @@ public static class Math
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public static float MinMagnitude(float x, float y) => MathF.MinMagnitude(x, y);
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public static float MinMagnitude(float x, float y) => MathF.MinMagnitude(x, y);
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public static float Pow(float x, float y) => MathF.Pow(x, y);
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public static float Pow(float x, float y) => MathF.Pow(x, y);
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public static float Round(float x, int digits, MidpointRounding mode) => MathF.Round(x, digits, mode);
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public static float Round(float x, int digits, MidpointRounding mode) => MathF.Round(x, digits, mode);
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public static float Sqr(float x) => x * x;
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public static float Sqrt(float x) => MathF.Sqrt(x);
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public static float Sqrt(float x) => MathF.Sqrt(x);
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public static float Truncate(float x) => MathF.Truncate(x);
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public static float Truncate(float x) => MathF.Truncate(x);
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}
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}
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@@ -1,5 +1,5 @@
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using System;
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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.Core.Abstract;
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namespace Syntriax.Engine.Physics2D.Abstract;
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namespace Syntriax.Engine.Physics2D.Abstract;
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66
Engine.Physics2D/Collider2DBehaviourBase.cs
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66
Engine.Physics2D/Collider2DBehaviourBase.cs
Normal file
@@ -0,0 +1,66 @@
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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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namespace Syntriax.Engine.Physics2D;
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public abstract class Collider2DBehaviourBase : BehaviourOverride, ICollider2D
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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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protected bool NeedsRecalculation { get; private set; } = true;
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protected IRigidBody2D? _rigidBody2D = null;
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public IRigidBody2D? RigidBody2D => _rigidBody2D;
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ITransform IAssignableTransform.Transform => Transform;
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Action<IAssignableTransform>? IAssignableTransform.OnTransformAssigned { get => GameObject.OnTransformAssigned; set => GameObject.OnTransformAssigned = value; }
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bool IAssignableTransform.Assign(ITransform transform) => GameObject.Assign(transform);
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public void Recalculate()
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{
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if (!NeedsRecalculation)
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return;
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CalculateCollider();
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NeedsRecalculation = false;
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}
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public abstract void CalculateCollider();
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protected override void OnInitialize()
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{
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BehaviourController.TryGetBehaviour(out _rigidBody2D);
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BehaviourController.OnBehaviourAdded += OnBehaviourAddedToController;
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BehaviourController.OnBehaviourRemoved += OnBehaviourRemovedFromController;
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Transform.OnPositionChanged += OnPositionChanged;
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}
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private void OnBehaviourAddedToController(IBehaviourController _, IBehaviour behaviour)
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{
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if (behaviour is IRigidBody2D rigidbody)
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_rigidBody2D = rigidbody;
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}
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private void OnBehaviourRemovedFromController(IBehaviourController _, IBehaviour behaviour)
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{
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if (behaviour is IRigidBody2D _)
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_rigidBody2D = null;
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}
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private void OnPositionChanged(ITransform transform) => NeedsRecalculation = true;
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protected override void OnFinalize()
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{
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BehaviourController.OnBehaviourAdded -= OnBehaviourAddedToController;
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BehaviourController.OnBehaviourRemoved -= OnBehaviourRemovedFromController;
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Transform.OnPositionChanged -= OnPositionChanged;
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}
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}
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@@ -1,26 +1,14 @@
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using System;
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using Syntriax.Engine.Core;
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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.Abstract;
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using Syntriax.Engine.Physics2D.Primitives;
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using Syntriax.Engine.Physics2D.Primitives;
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namespace Syntriax.Engine.Physics2D;
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namespace Syntriax.Engine.Physics2D;
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public class Collider2DCircleBehaviour : BehaviourOverride, ICircleCollider2D
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public class Collider2DCircleBehaviour : Collider2DBehaviourBase, ICircleCollider2D
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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<ICollider2D, ICollider2D>? OnCollisionResolved { get; set; } = null;
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public Circle CircleWorld { get; protected set; } = new(Vector2D.Zero, 1f);
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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 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 => Transform;
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public override void CalculateCollider() => CircleWorld = Transform.TransformCircle(CircleLocal);
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Action<IAssignableTransform>? IAssignableTransform.OnTransformAssigned { get => GameObject.OnTransformAssigned; set => GameObject.OnTransformAssigned = value; }
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bool IAssignableTransform.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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}
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@@ -1,27 +1,14 @@
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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.Abstract;
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using Syntriax.Engine.Physics2D.Primitives;
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using Syntriax.Engine.Physics2D.Primitives;
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namespace Syntriax.Engine.Physics2D;
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namespace Syntriax.Engine.Physics2D;
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public class Collider2DShapeBehaviour : BehaviourOverride, IShapeCollider2D
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public class Collider2DShapeBehaviour : Collider2DBehaviourBase, IShapeCollider2D
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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<ICollider2D, ICollider2D>? OnCollisionResolved { get; set; } = null;
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public Shape ShapeWorld => _shapeWorld;
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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 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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protected Shape _shapeWorld = new([new(1f, 1f), new(-1f, 1f), new(-1f, -1f), new(1f, -1f)]);
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ITransform IAssignableTransform.Transform => Transform;
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public override void CalculateCollider() => Transform.TransformShape(ShapeLocal, ref _shapeWorld);
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Action<IAssignableTransform>? IAssignableTransform.OnTransformAssigned { get => GameObject.OnTransformAssigned; set => GameObject.OnTransformAssigned = value; }
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bool IAssignableTransform.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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}
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@@ -50,15 +50,15 @@ public class CollisionDetector : ICollisionDetector
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collisionInformation = default;
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collisionInformation = default;
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Vector2D leftToRightCenter = left.CircleWorld.Center.FromTo(right.CircleWorld.Center);
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Vector2D leftToRightCenter = left.CircleWorld.Center.FromTo(right.CircleWorld.Center);
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float distanceCircleCenterSquared = leftToRightCenter.MagnitudeSquared;
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float distanceCircleCenter = leftToRightCenter.Magnitude;
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float radiusSumSquared = left.CircleWorld.RadiusSquared + right.CircleWorld.RadiusSquared;
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float radiusSum = left.CircleWorld.Radius + right.CircleWorld.Radius;
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float circleSurfaceDistanceSquared = distanceCircleCenterSquared - radiusSumSquared;
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float circleSurfaceDistance = distanceCircleCenter - radiusSum;
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bool collision = circleSurfaceDistanceSquared <= 0f;
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bool collision = circleSurfaceDistance <= 0f;
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if (collision)
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if (collision)
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collisionInformation = new(left, right, leftToRightCenter.Normalized, Math.Sqrt(circleSurfaceDistanceSquared));
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collisionInformation = new(left, right, leftToRightCenter.Normalized, -circleSurfaceDistance);
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return collision;
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return collision;
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}
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}
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@@ -1,4 +1,3 @@
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Syntriax.Engine.Core;
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using Syntriax.Engine.Core;
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@@ -54,17 +53,20 @@ public class PhysicsEngine2D : IPhysicsEngine2D
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for (int x = 0; x < colliders.Count; x++)
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for (int x = 0; x < colliders.Count; x++)
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{
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{
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ICollider2D? colliderX = colliders[x];
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ICollider2D? colliderX = colliders[x];
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for (int y = 0; y < colliders.Count; y++)
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for (int y = x + 1; y < colliders.Count; y++)
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{
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{
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ICollider2D? colliderY = colliders[y];
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ICollider2D? colliderY = colliders[y];
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if (colliderX.RigidBody2D == colliderY.RigidBody2D && colliderY.RigidBody2D is null)
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if (colliderX.RigidBody2D == colliderY.RigidBody2D)
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continue;
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continue;
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if (collisionDetector.TryDetect(colliderX, colliderY, out CollisionDetectionInformation? information))
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if (collisionDetector.TryDetect(colliderX, colliderY, out CollisionDetectionInformation? information))
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{
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{
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information.Left.Transform.Position -= .5f * information.Normal * information.Penetration;
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Vector2D displacementVector = .5f * information.Normal * information.Penetration;
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information.Right.Transform.Position += .5f * information.Normal * information.Penetration;
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information.Left.Transform.Position -= displacementVector;
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information.Right.Transform.Position += displacementVector;
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information.Left.Recalculate();
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information.Right.Recalculate();
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}
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}
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}
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}
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}
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}
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Reference in New Issue
Block a user