17 Commits

Author SHA1 Message Date
6a104d8abd fix: Collider2DShapeBehaviour TransformShape ref Requirement 2024-01-27 20:34:58 +03:00
affd2bb8c4 feat: ICollider.OnTriggered 2024-01-27 20:31:51 +03:00
15788f2eca refactor: Improved Shape & Circle Code Readability 2024-01-27 20:20:28 +03:00
ab2489f6cf feat: Shape & Circle Collider Constructors 2024-01-27 20:19:55 +03:00
574104c224 feat: ICollider IsTrigger 2024-01-27 20:19:00 +03:00
0d4c96a2fc fix: Forgotten Build Errors on Collider2DBehaviourBase Actions 2024-01-27 20:17:46 +03:00
5620f2f1eb feat: Circle.UnitCircle 2024-01-27 20:14:55 +03:00
a3c4afb223 refactor: Basic Collision Resolver 2024-01-27 20:08:16 +03:00
4d9121118d refactor: Renamed OnCollisionPreResolve to OnCollisionDetected 2024-01-27 19:59:27 +03:00
05d88f7ca2 refactor: Renamed ICollisionDetector to ICollisionDetector2D 2024-01-27 19:58:55 +03:00
309c8db6e1 feat: ICollider2D Action Calls 2024-01-27 19:22:59 +03:00
0ba6913a61 fix: Static Rigidbodies Moving When Velocity or AngularVelocity Assigned 2024-01-27 19:21:18 +03:00
9556be6f17 feat: Static & Mass Consideration For Rigidbodies 2024-01-27 15:07:40 +03:00
bd43d39367 fix: Circles Not Colliding Accurately Fixed 2024-01-27 15:07:07 +03:00
32e2a6e7d3 feat: Rigidbody Mass Restriction 2024-01-27 14:58:50 +03:00
7b47703ba0 refactor: DebuggerDisplays For Basic Types 2024-01-27 00:51:34 +03:00
b14d10db0c perf: Drastically Improved Memory Usage
TIL, records are not value types and are actually just reference types. So I was pretty much allocating from heap every time I used any of my data types (Like Vector2D). Needless to say, they are all now readonly structs as I originally intended them to be.
2024-01-27 00:35:12 +03:00
28 changed files with 228 additions and 87 deletions

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@@ -5,6 +5,7 @@ using Syntriax.Engine.Core.Exceptions;
namespace Syntriax.Engine.Core;
[System.Diagnostics.DebuggerDisplay("Priority: {Priority}, Initialized: {Initialized}")]
public abstract class Behaviour : IBehaviour
{
public Action<IAssignable>? OnUnassigned { get; set; } = null;

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@@ -7,6 +7,7 @@ using Syntriax.Engine.Core.Abstract;
namespace Syntriax.Engine.Core;
[System.Diagnostics.DebuggerDisplay("Behaviour Count: {behaviours.Count()}")]
public class BehaviourController : IBehaviourController
{
public Action<IBehaviourController>? OnPreUpdate { get; set; }

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@@ -2,8 +2,8 @@ using System;
namespace Syntriax.Engine.Core;
public record EngineTime
(
TimeSpan Total,
TimeSpan Elapsed
);
public readonly struct EngineTime(TimeSpan Total, TimeSpan Elapsed)
{
public readonly TimeSpan Total { get; init; } = Total;
public readonly TimeSpan Elapsed { get; init; } = Elapsed;
}

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@@ -8,6 +8,7 @@ using Syntriax.Engine.Core.Factory;
namespace Syntriax.Engine.Core;
[System.Diagnostics.DebuggerDisplay("GameObject Count: {_gameObjects.Count()}")]
public class GameManager : IEntity, IEnumerable<IGameObject>
{
public Action<GameManager>? OnCameraChanged { get; set; } = null;

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@@ -5,6 +5,7 @@ using Syntriax.Engine.Core.Exceptions;
namespace Syntriax.Engine.Core;
[System.Diagnostics.DebuggerDisplay("Name: {Name}, Initialized: {Initialized}")]
public class GameObject : IGameObject
{
public Action<IAssignableStateEnable>? OnStateEnableAssigned { get; set; } = null;

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@@ -4,6 +4,7 @@ using Syntriax.Engine.Core.Abstract;
namespace Syntriax.Engine.Core;
[System.Diagnostics.DebuggerDisplay("Position: {Position.ToString(), nq}, Scale: {Scale.ToString(), nq}, Rotation: {Rotation}")]
public class Transform : ITransform
{
public Action<ITransform>? OnPositionChanged { get; set; } = null;

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@@ -3,11 +3,14 @@ using System;
namespace Syntriax.Engine.Core;
[System.Diagnostics.DebuggerDisplay("{ToString(),nq}, Length: {Magnitude}, LengthSquared: {MagnitudeSquared}, Normalized: {Normalized}")]
public record Vector2D(float X, float Y)
public readonly struct Vector2D(float X, float Y)
{
public float Magnitude => Length(this);
public float MagnitudeSquared => LengthSquared(this);
public Vector2D Normalized => Normalize(this);
public readonly float X { get; init; } = X;
public readonly float Y { get; init; } = Y;
public readonly float Magnitude => Length(this);
public readonly float MagnitudeSquared => LengthSquared(this);
public readonly Vector2D Normalized => Normalize(this);
public readonly static Vector2D Up = new(0f, 1f);
public readonly static Vector2D Down = new(0f, -1f);
@@ -22,6 +25,8 @@ public record Vector2D(float X, float Y)
public static Vector2D operator *(Vector2D vector, float value) => new(vector.X * value, vector.Y * value);
public static Vector2D operator *(float value, Vector2D vector) => new(vector.X * value, vector.Y * value);
public static Vector2D operator /(Vector2D vector, float value) => new(vector.X / value, vector.Y / value);
public static bool operator ==(Vector2D left, Vector2D right) => left.X == right.X && left.Y == right.Y;
public static bool operator !=(Vector2D left, Vector2D right) => left.X != right.X || left.Y != right.Y;
public static float Length(Vector2D vector) => MathF.Sqrt(LengthSquared(vector));
public static float LengthSquared(Vector2D vector) => vector.X * vector.X + vector.Y * vector.Y;
@@ -72,4 +77,7 @@ public record Vector2D(float X, float Y)
=> left.X.ApproximatelyEquals(right.X, epsilon) && left.Y.ApproximatelyEquals(right.Y, epsilon);
public override string ToString() => $"{nameof(Vector2D)}({X}, {Y})";
public override bool Equals(object? obj) => obj is Vector2D objVec && X.Equals(objVec.X) && Y.Equals(objVec.Y);
public override int GetHashCode() => HashCode.Combine(X, Y);
}

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@@ -6,10 +6,13 @@ namespace Syntriax.Engine.Physics2D.Abstract;
public interface ICollider2D : IBehaviour, IAssignableTransform
{
Action<ICollider2D, ICollider2D>? OnCollisionPreResolve { get; set; }
Action<ICollider2D, ICollider2D>? OnCollisionResolved { get; set; }
Action<ICollider2D, CollisionDetectionInformation>? OnCollisionDetected { get; set; }
Action<ICollider2D, CollisionDetectionInformation>? OnCollisionResolved { get; set; }
Action<ICollider2D, ICollider2D>? OnTriggered { get; set; }
IRigidBody2D? RigidBody2D { get; }
bool IsTrigger { get; set; }
void Recalculate();
}

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@@ -0,0 +1,8 @@
using Syntriax.Engine.Physics2D.Abstract;
namespace Syntriax.Engine.Physics2D;
public interface ICollisionDetector2D
{
bool TryDetect<T1, T2>(T1 left, T2 right, out CollisionDetectionInformation collisionInformation) where T1 : ICollider2D where T2 : ICollider2D;
}

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@@ -2,5 +2,5 @@ namespace Syntriax.Engine.Physics2D.Abstract;
public interface ICollisionResolver2D
{
void ResolveCollision(ICollider2D colliderA, ICollider2D colliderB);
void Resolve(CollisionDetectionInformation collisionInformation);
}

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@@ -8,17 +8,20 @@ namespace Syntriax.Engine.Physics2D;
public abstract class Collider2DBehaviourBase : BehaviourOverride, ICollider2D
{
public Action<ICollider2D, ICollider2D>? OnCollisionPreResolve { get; set; } = null;
public Action<ICollider2D, ICollider2D>? OnCollisionResolved { get; set; } = null;
public Action<ICollider2D, CollisionDetectionInformation>? OnCollisionDetected { get; set; } = null;
public Action<ICollider2D, CollisionDetectionInformation>? OnCollisionResolved { get; set; } = null;
public Action<ICollider2D, ICollider2D>? OnTriggered { get; set; } = null;
protected bool NeedsRecalculation { get; private set; } = true;
protected IRigidBody2D? _rigidBody2D = null;
public IRigidBody2D? RigidBody2D => _rigidBody2D;
public bool IsTrigger { get; set; } = false;
ITransform IAssignableTransform.Transform => Transform;
Action<IAssignableTransform>? IAssignableTransform.OnTransformAssigned { get => GameObject.OnTransformAssigned; set => GameObject.OnTransformAssigned = value; }
bool IAssignableTransform.Assign(ITransform transform) => GameObject.Assign(transform);
public void Recalculate()

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@@ -1,4 +1,3 @@
using Syntriax.Engine.Core;
using Syntriax.Engine.Physics2D.Abstract;
using Syntriax.Engine.Physics2D.Primitives;
@@ -6,9 +5,17 @@ namespace Syntriax.Engine.Physics2D;
public class Collider2DCircleBehaviour : Collider2DBehaviourBase, ICircleCollider2D
{
public Circle CircleWorld { get; protected set; } = new(Vector2D.Zero, 1f);
public Circle CircleLocal { get; set; } = new(Vector2D.Zero, 1f);
public Circle CircleWorld { get; protected set; } = Circle.UnitCircle;
public Circle CircleLocal { get; set; } = Circle.UnitCircle;
public override void CalculateCollider() => CircleWorld = Transform.TransformCircle(CircleLocal);
public Collider2DCircleBehaviour() { }
public Collider2DCircleBehaviour(Circle circle)
{
CircleLocal = circle;
Recalculate();
}
}

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@@ -5,10 +5,18 @@ namespace Syntriax.Engine.Physics2D;
public class Collider2DShapeBehaviour : Collider2DBehaviourBase, IShapeCollider2D
{
public Shape ShapeWorld => _shapeWorld;
public Shape ShapeLocal { get; set; } = new([new(1f, 1f), new(-1f, 1f), new(-1f, -1f), new(1f, -1f)]);
public Shape ShapeWorld { get => _shapeWorld; protected set => _shapeWorld = value; }
public Shape ShapeLocal { get; set; } = Shape.Box;
protected Shape _shapeWorld = new([new(1f, 1f), new(-1f, 1f), new(-1f, -1f), new(1f, -1f)]);
private Shape _shapeWorld = Shape.Box;
public override void CalculateCollider() => Transform.TransformShape(ShapeLocal, ref _shapeWorld);
public Collider2DShapeBehaviour() { }
public Collider2DShapeBehaviour(Shape shape)
{
ShapeLocal = shape;
Recalculate();
}
}

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@@ -3,10 +3,17 @@ using Syntriax.Engine.Physics2D.Abstract;
namespace Syntriax.Engine.Physics2D;
public record CollisionDetectionInformation
[System.Diagnostics.DebuggerDisplay("Normal: {Normal.ToString(), nq}, Penetration: {Penetration}")]
public readonly struct CollisionDetectionInformation
(
ICollider2D Left,
ICollider2D Right,
Vector2D Normal,
float Penetration
);
)
{
public ICollider2D Left { get; init; } = Left;
public ICollider2D Right { get; init; } = Right;
public Vector2D Normal { get; init; } = Normal;
public float Penetration { get; init; } = Penetration;
}

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@@ -1,14 +1,12 @@
using System.Diagnostics.CodeAnalysis;
using Syntriax.Engine.Core;
using Syntriax.Engine.Physics2D.Abstract;
using Syntriax.Engine.Physics2D.Primitives;
namespace Syntriax.Engine.Physics2D;
public class CollisionDetector : ICollisionDetector
public class CollisionDetector2D : ICollisionDetector2D
{
public bool TryDetect<T1, T2>(T1 left, T2 right, [NotNullWhen(true)] out CollisionDetectionInformation? collisionInformation)
public bool TryDetect<T1, T2>(T1 left, T2 right, out CollisionDetectionInformation collisionInformation)
where T1 : ICollider2D
where T2 : ICollider2D
{
@@ -31,18 +29,18 @@ public class CollisionDetector : ICollisionDetector
return false;
}
private static bool DetectCircleShape(ICircleCollider2D circleCollider, IShapeCollider2D shapeCollider, out CollisionDetectionInformation? collisionInformation)
private static bool DetectCircleShape(ICircleCollider2D circleCollider, IShapeCollider2D shapeCollider, out CollisionDetectionInformation collisionInformation)
{
return DetectShapeCircle(shapeCollider, circleCollider, out collisionInformation);
}
private static bool DetectShapeShape(IShapeCollider2D left, IShapeCollider2D right, out CollisionDetectionInformation? collisionInformation)
private static bool DetectShapeShape(IShapeCollider2D left, IShapeCollider2D right, out CollisionDetectionInformation collisionInformation)
{
collisionInformation = default;
return DetectShapeShapeOneWay(left, right, ref collisionInformation) && DetectShapeShapeOneWay(right, left, ref collisionInformation);
}
private static bool DetectShapeShapeOneWay(IShapeCollider2D left, IShapeCollider2D right, ref CollisionDetectionInformation? collisionInformation)
private static bool DetectShapeShapeOneWay(IShapeCollider2D left, IShapeCollider2D right, ref CollisionDetectionInformation collisionInformation)
{
var vertices = left.ShapeWorld.Vertices;
int count = vertices.Count;
@@ -57,30 +55,17 @@ public class CollisionDetector : ICollisionDetector
if (!leftProjection.Overlaps(rightProjection, out float depth))
return false;
if (collisionInformation == default || Math.Abs(collisionInformation.Penetration) > Math.Abs(depth))
if (collisionInformation.Left is null || Math.Abs(collisionInformation.Penetration) > Math.Abs(depth))
collisionInformation = new(left, right, projectionVector, depth);
}
return true;
}
private static bool DetectShapeCircle(IShapeCollider2D shapeCollider, ICircleCollider2D circleCollider, out CollisionDetectionInformation? collisionInformation)
private static bool DetectShapeCircle(IShapeCollider2D shapeCollider, ICircleCollider2D circleCollider, out CollisionDetectionInformation collisionInformation)
{
collisionInformation = default;
{
Vector2D shapeToCircleProjectionVector = shapeCollider.Transform.Position.FromTo(circleCollider.CircleWorld.Center).Normalized;
Projection shapeProjection = shapeCollider.ShapeWorld.ToProjection(shapeToCircleProjectionVector);
Projection circleProjection = circleCollider.CircleWorld.ToProjection(shapeToCircleProjectionVector);
if (!shapeProjection.Overlaps(circleProjection, out float depth))
return false;
if (collisionInformation == default || Math.Abs(collisionInformation.Penetration) > Math.Abs(depth))
collisionInformation = new(shapeCollider, circleCollider, shapeToCircleProjectionVector, depth);
}
var vertices = shapeCollider.ShapeWorld.Vertices;
int count = vertices.Count;
@@ -94,14 +79,27 @@ public class CollisionDetector : ICollisionDetector
if (!shapeProjection.Overlaps(circleProjection, out float depth))
return false;
if (collisionInformation == default || Math.Abs(collisionInformation.Penetration) > Math.Abs(depth))
if (collisionInformation.Left is null || Math.Abs(collisionInformation.Penetration) > Math.Abs(depth))
collisionInformation = new(shapeCollider, circleCollider, projectionVector, depth);
}
{
Vector2D shapeToCircleProjectionVector = shapeCollider.Transform.Position.FromTo(circleCollider.CircleWorld.Center).Normalized;
Projection shapeProjection = shapeCollider.ShapeWorld.ToProjection(shapeToCircleProjectionVector);
Projection circleProjection = circleCollider.CircleWorld.ToProjection(shapeToCircleProjectionVector);
if (!shapeProjection.Overlaps(circleProjection, out float depth))
return false;
if (collisionInformation.Left is null || Math.Abs(collisionInformation.Penetration) > Math.Abs(depth))
collisionInformation = new(shapeCollider, circleCollider, shapeToCircleProjectionVector, depth);
}
return true;
}
private static bool DetectCircleCircle(ICircleCollider2D left, ICircleCollider2D right, out CollisionDetectionInformation? collisionInformation)
private static bool DetectCircleCircle(ICircleCollider2D left, ICircleCollider2D right, out CollisionDetectionInformation collisionInformation)
{
collisionInformation = default;
@@ -118,7 +116,7 @@ public class CollisionDetector : ICollisionDetector
return collision;
}
// private static bool DetectCircleCircle(ICircleCollider2D left, ICircleCollider2D right, out CollisionDetectionInformation? collisionInformation)
// private static bool DetectCircleCircle(ICircleCollider2D left, ICircleCollider2D right, out CollisionDetectionInformation collisionInformation)
// {
// collisionInformation = default;

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@@ -0,0 +1,44 @@
using Syntriax.Engine.Core;
using Syntriax.Engine.Physics2D.Abstract;
namespace Syntriax.Engine.Physics2D;
public class CollisionResolver2D : ICollisionResolver2D
{
public void Resolve(CollisionDetectionInformation collisionInformation)
{
Vector2D displacementVector = collisionInformation.Normal * collisionInformation.Penetration;
ICollider2D left = collisionInformation.Left;
ICollider2D right = collisionInformation.Right;
bool isLeftStatic = left.RigidBody2D?.IsStatic ?? true;
bool isRightStatic = right.RigidBody2D?.IsStatic ?? true;
if (isLeftStatic && isRightStatic)
return;
if (isLeftStatic)
right.Transform.Position += displacementVector;
else if (isRightStatic)
left.Transform.Position -= displacementVector;
else
{
float leftMass = left.RigidBody2D?.Mass ?? float.Epsilon;
float rightMass = right.RigidBody2D?.Mass ?? float.Epsilon;
float sumMass = leftMass + rightMass;
float leftMomentumPercentage = leftMass / sumMass;
float rightMomentumPercentage = rightMass / sumMass;
right.Transform.Position += leftMomentumPercentage * displacementVector;
left.Transform.Position -= rightMomentumPercentage * displacementVector;
}
left.Recalculate();
right.Recalculate();
left.OnCollisionResolved?.Invoke(collisionInformation.Left, collisionInformation);
right.OnCollisionResolved?.Invoke(right, collisionInformation);
}
}

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@@ -1,10 +0,0 @@
using System.Diagnostics.CodeAnalysis;
using Syntriax.Engine.Physics2D.Abstract;
namespace Syntriax.Engine.Physics2D;
public interface ICollisionDetector
{
bool TryDetect<T1, T2>(T1 left, T2 right, [NotNullWhen(returnValue: true)] out CollisionDetectionInformation? collisionInformation) where T1 : ICollider2D where T2 : ICollider2D;
}

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@@ -12,7 +12,8 @@ public class PhysicsEngine2D : IPhysicsEngine2D
private readonly List<ICollider2D> colliders = new(64);
private int _iterationCount = 1;
private ICollisionDetector collisionDetector = new CollisionDetector();
private ICollisionDetector2D collisionDetector = new CollisionDetector2D();
private ICollisionResolver2D collisionResolver = new CollisionResolver2D();
public int IterationCount { get => _iterationCount; set => _iterationCount = value < 1 ? 1 : value; }
@@ -60,13 +61,27 @@ public class PhysicsEngine2D : IPhysicsEngine2D
if (colliderX.RigidBody2D == colliderY.RigidBody2D)
continue;
if (collisionDetector.TryDetect(colliderX, colliderY, out CollisionDetectionInformation? information))
bool bothCollidersAreTriggers = colliderX.IsTrigger && colliderX.IsTrigger == colliderY.IsTrigger;
if (bothCollidersAreTriggers)
continue;
if (collisionDetector.TryDetect(colliderX, colliderY, out CollisionDetectionInformation information))
{
Vector2D displacementVector = .5f * information.Normal * information.Penetration;
information.Left.Transform.Position -= displacementVector;
information.Right.Transform.Position += displacementVector;
information.Left.Recalculate();
information.Right.Recalculate();
if (colliderX.IsTrigger)
{
colliderX.OnTriggered?.Invoke(colliderX, colliderY);
continue;
}
else if (colliderY.IsTrigger)
{
colliderY.OnTriggered?.Invoke(colliderY, colliderY);
continue;
}
colliderX.OnCollisionDetected?.Invoke(colliderX, information);
colliderY.OnCollisionDetected?.Invoke(colliderY, information);
collisionResolver?.Resolve(information);
}
}
}
@@ -75,6 +90,9 @@ public class PhysicsEngine2D : IPhysicsEngine2D
private static void StepRigidBody(IRigidBody2D rigidBody, float intervalDeltaTime)
{
if (rigidBody.IsStatic)
return;
rigidBody.Transform.Position += rigidBody.Velocity * intervalDeltaTime;
rigidBody.Transform.Rotation += rigidBody.AngularVelocity * intervalDeltaTime;
}

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@@ -2,4 +2,8 @@ using Syntriax.Engine.Physics2D.Abstract;
namespace Syntriax.Engine.Physics2D;
public record PhysicsMaterial2D(float Friction, float Restitution) : IPhysicsMaterial2D { }
public readonly struct PhysicsMaterial2D(float Friction, float Restitution) : IPhysicsMaterial2D
{
public readonly float Friction { get; init; } = Friction;
public readonly float Restitution { get; init; } = Restitution;
}

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@@ -1,6 +1,10 @@
using Syntriax.Engine.Physics2D.Abstract;
namespace Syntriax.Engine.Physics2D;
public record PhysicsMaterial2DDefault : PhysicsMaterial2D
public readonly struct PhysicsMaterial2DDefault : IPhysicsMaterial2D
{
public PhysicsMaterial2DDefault() : base(.1f, .1f) { }
public readonly float Friction => .1f;
public readonly float Restitution => .1f;
}

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@@ -4,11 +4,15 @@ using Syntriax.Engine.Core;
namespace Syntriax.Engine.Physics2D.Primitives;
public record AABB(Vector2D LowerBoundary, Vector2D UpperBoundary)
[System.Diagnostics.DebuggerDisplay("LowerBoundary: {LowerBoundary.ToString(), nq}, UpperBoundary: {UpperBoundary.ToString(), nq}")]
public readonly struct AABB(Vector2D LowerBoundary, Vector2D UpperBoundary)
{
public Vector2D Center => (LowerBoundary + UpperBoundary) * .5f;
public Vector2D Size => LowerBoundary.FromTo(UpperBoundary).Abs();
public Vector2D SizeHalf => Size * .5f;
public readonly Vector2D LowerBoundary { get; init; } = LowerBoundary;
public readonly Vector2D UpperBoundary { get; init; } = UpperBoundary;
public readonly Vector2D Center => (LowerBoundary + UpperBoundary) * .5f;
public readonly Vector2D Size => LowerBoundary.FromTo(UpperBoundary).Abs();
public readonly Vector2D SizeHalf => Size * .5f;
public static AABB FromVectors(IEnumerable<Vector2D> vectors)
{

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@@ -3,10 +3,16 @@ using Syntriax.Engine.Core.Abstract;
namespace Syntriax.Engine.Physics2D.Primitives;
public record Circle(Vector2D Center, float Radius)
[System.Diagnostics.DebuggerDisplay("Center: {Center.ToString(), nq}, Radius: {Radius}")]
public readonly struct Circle(Vector2D Center, float Radius)
{
public float RadiusSquared => Radius * Radius;
public float Diameter => 2f * Radius;
public static readonly Circle UnitCircle = new(Vector2D.Zero, 1f);
public readonly Vector2D Center { get; init; } = Center;
public readonly float Radius { get; init; } = Radius;
public readonly float RadiusSquared => Radius * Radius;
public readonly float Diameter => 2f * Radius;
public static Circle SetCenter(Circle circle, Vector2D center) => new(center, circle.Radius);
public static Circle SetRadius(Circle circle, float radius) => new(circle.Center, radius);

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@@ -6,12 +6,16 @@ using Syntriax.Engine.Core;
namespace Syntriax.Engine.Physics2D.Primitives;
public record Line(Vector2D From, Vector2D To)
[System.Diagnostics.DebuggerDisplay("From: {From.ToString(), nq}, To: {To.ToString(), nq}, Direction: {Direction.ToString(), nq}, Length: {Length}")]
public readonly struct Line(Vector2D From, Vector2D To)
{
public Line Reversed => new(To, From);
public Vector2D Direction => From.FromTo(To).Normalize();
public float Length => From.FromTo(To).Length();
public float LengthSquared => From.FromTo(To).LengthSquared();
public readonly Vector2D From { get; init; } = From;
public readonly Vector2D To { get; init; } = To;
public readonly Line Reversed => new(To, From);
public readonly Vector2D Direction => From.FromTo(To).Normalize();
public readonly float Length => From.FromTo(To).Length();
public readonly float LengthSquared => From.FromTo(To).LengthSquared();
public static LineEquation GetLineEquation(Line line)
{

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@@ -2,8 +2,12 @@ using Syntriax.Engine.Core;
namespace Syntriax.Engine.Physics2D.Primitives;
public record LineEquation(float Slope, float OffsetY)
[System.Diagnostics.DebuggerDisplay("y = {Slope}x + {OffsetY}")]
public readonly struct LineEquation(float Slope, float OffsetY)
{
public readonly float Slope { get; init; } = Slope;
public readonly float OffsetY { get; init; } = OffsetY;
public static float Resolve(LineEquation lineEquation, float x) => lineEquation.Slope * x + lineEquation.OffsetY; // y = mx + b
public static bool ApproximatelyEquals(LineEquation left, LineEquation right)

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@@ -1,7 +1,11 @@
namespace Syntriax.Engine.Physics2D.Primitives;
public record Projection(float Min, float Max)
[System.Diagnostics.DebuggerDisplay("Min: {Min}, Max: {Max}")]
public readonly struct Projection(float Min, float Max)
{
public readonly float Min { get; init; } = Min;
public readonly float Max { get; init; } = Max;
public static bool Overlaps(Projection left, Projection right) => Overlaps(left, right, out var _);
public static bool Overlaps(Projection left, Projection right, out float depth)
{

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@@ -6,13 +6,16 @@ using Syntriax.Engine.Core.Abstract;
namespace Syntriax.Engine.Physics2D.Primitives;
public record Shape(IList<Vector2D> Vertices) : IEnumerable<Vector2D>
[System.Diagnostics.DebuggerDisplay("Vertices Count: {Vertices.Count()}")]
public readonly struct Shape(IList<Vector2D> Vertices) : IEnumerable<Vector2D>
{
public static readonly Shape Triangle = CreateNgon(3, Vector2D.Up);
public static readonly Shape Box = CreateNgon(4, Vector2D.One);
public static readonly Shape Pentagon = CreateNgon(5, Vector2D.Up);
public static readonly Shape Hexagon = CreateNgon(6, Vector2D.Right);
public readonly IList<Vector2D> Vertices { get; init; } = Vertices;
public Vector2D this[System.Index index] => Vertices[index];
@@ -89,9 +92,9 @@ public record Shape(IList<Vector2D> Vertices) : IEnumerable<Vector2D>
float min = float.MaxValue;
float max = float.MinValue;
foreach (var vertex in shape)
for (int i = 0; i < shape.Vertices.Count; i++)
{
float projectedLength = projectionVector.Dot(vertex);
float projectedLength = projectionVector.Dot(shape.Vertices[i]);
min = Math.Min(projectedLength, min);
max = Math.Max(projectedLength, max);
}

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@@ -4,9 +4,14 @@ using Syntriax.Engine.Core;
namespace Syntriax.Engine.Physics2D.Primitives;
public record Triangle(Vector2D A, Vector2D B, Vector2D C)
[System.Diagnostics.DebuggerDisplay("A: {A.ToString(), nq}, B: {B.ToString(), nq}, B: {C.ToString(), nq}")]
public readonly struct Triangle(Vector2D A, Vector2D B, Vector2D C)
{
public float Area
public readonly Vector2D A { get; init; } = A;
public readonly Vector2D B { get; init; } = B;
public readonly Vector2D C { get; init; } = C;
public readonly float Area
=> .5f * MathF.Abs(
A.X * (B.Y - C.Y) +
B.X * (C.Y - A.Y) +

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@@ -10,14 +10,18 @@ public class RigidBody2D : BehaviourOverride, IRigidBody2D
{
public Action<IAssignableTransform>? OnTransformAssigned { get => GameObject.OnTransformAssigned; set => GameObject.OnTransformAssigned = value; }
private const float LOWEST_ALLOWED_MASS = 0.00001f;
private float _mass = 1f;
public IPhysicsMaterial2D Material { get; set; } = new PhysicsMaterial2DDefault();
public Vector2D Velocity { get; set; } = Vector2D.Zero;
public float AngularVelocity { get; set; } = 0f;
public float Mass { get; set; } = 1f;
public bool IsStatic { get; set; } = false;
public float Mass { get => _mass; set => _mass = Core.Math.Max(value, LOWEST_ALLOWED_MASS); }
ITransform IAssignableTransform.Transform => Transform;