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9e1f38897f
Author | SHA1 | Date | |
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9e1f38897f | |||
0af1b11396 | |||
f5be49609b | |||
f7467a62ee | |||
816f09fffe | |||
24cbc8a267 | |||
385defd8e6 |
@@ -28,5 +28,6 @@ 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 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 Sqrt(float x) => MathF.Sqrt(x);
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public static float Truncate(float x) => MathF.Truncate(x);
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}
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@@ -12,17 +12,15 @@ public class Collider2DCircleBehaviour : BehaviourOverride, ICircleCollider2D
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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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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 virtual void Recalculate() => CircleWorld = Transform.TransformCircle(CircleLocal).Displace(Transform.Position);
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}
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@@ -12,8 +12,6 @@ public class Collider2DShapeBehaviour : BehaviourOverride, IShapeCollider2D
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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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@@ -21,9 +19,9 @@ public class Collider2DShapeBehaviour : BehaviourOverride, IShapeCollider2D
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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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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 virtual void Recalculate() => Transform.TransformShape(ShapeLocal, ref _shapeWorld);
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}
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12
Engine.Physics2D/CollisionDetectionInformation.cs
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12
Engine.Physics2D/CollisionDetectionInformation.cs
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@@ -0,0 +1,12 @@
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using Syntriax.Engine.Core;
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using Syntriax.Engine.Physics2D.Abstract;
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namespace Syntriax.Engine.Physics2D;
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public record CollisionDetectionInformation
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(
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ICollider2D Left,
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ICollider2D Right,
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Vector2D Normal,
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float Penetration
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);
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65
Engine.Physics2D/CollisionDetector.cs
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65
Engine.Physics2D/CollisionDetector.cs
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@@ -0,0 +1,65 @@
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using System.Diagnostics.CodeAnalysis;
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using Syntriax.Engine.Core;
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using Syntriax.Engine.Physics2D.Abstract;
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namespace Syntriax.Engine.Physics2D;
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public class CollisionDetector : ICollisionDetector
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{
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public bool TryDetect<T1, T2>(T1 left, T2 right, [NotNullWhen(true)] out CollisionDetectionInformation? collisionInformation)
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where T1 : ICollider2D
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where T2 : ICollider2D
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{
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collisionInformation = default;
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if (left is IShapeCollider2D shapeColliderLeft)
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{
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if (right is IShapeCollider2D shapeColliderRight)
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return DetectShapeShape(shapeColliderLeft, shapeColliderRight, out collisionInformation);
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else if (right is ICircleCollider2D circleColliderRight)
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return DetectShapeCircle(shapeColliderLeft, circleColliderRight, out collisionInformation);
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}
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else if (left is ICircleCollider2D circleColliderLeft)
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{
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if (right is IShapeCollider2D shapeColliderRight)
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return DetectCircleShape(circleColliderLeft, shapeColliderRight, out collisionInformation);
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else if (right is ICircleCollider2D circleColliderRight)
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return DetectCircleCircle(circleColliderLeft, circleColliderRight, out collisionInformation);
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}
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return false;
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}
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private bool DetectCircleShape(ICircleCollider2D circleCollider, IShapeCollider2D shapeCollider, out CollisionDetectionInformation? collisionInformation)
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{
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throw new System.NotImplementedException();
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}
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private static bool DetectShapeShape(IShapeCollider2D left, IShapeCollider2D right, out CollisionDetectionInformation? collisionInformation)
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{
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throw new System.NotImplementedException();
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}
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private static bool DetectShapeCircle(IShapeCollider2D shapeCollider, ICircleCollider2D circleCollider, out CollisionDetectionInformation? collisionInformation)
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{
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throw new System.NotImplementedException();
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}
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private static bool DetectCircleCircle(ICircleCollider2D left, ICircleCollider2D right, out CollisionDetectionInformation? collisionInformation)
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{
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collisionInformation = default;
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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 radiusSumSquared = left.CircleWorld.RadiusSquared + right.CircleWorld.RadiusSquared;
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float circleSurfaceDistanceSquared = distanceCircleCenterSquared - radiusSumSquared;
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bool collision = circleSurfaceDistanceSquared <= 0f;
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if (collision)
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collisionInformation = new(left, right, leftToRightCenter.Normalized, Math.Sqrt(circleSurfaceDistanceSquared));
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return collision;
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}
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}
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@@ -1,10 +0,0 @@
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using Syntriax.Engine.Core;
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namespace Syntriax.Engine.Physics2D;
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public record CollisionInformation
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(
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Vector2D Normal,
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Vector2D ContactPosition
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);
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10
Engine.Physics2D/ICollisionDetector.cs
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10
Engine.Physics2D/ICollisionDetector.cs
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@@ -0,0 +1,10 @@
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using System.Diagnostics.CodeAnalysis;
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using Syntriax.Engine.Physics2D.Abstract;
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namespace Syntriax.Engine.Physics2D;
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public interface ICollisionDetector
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{
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bool TryDetect<T1, T2>(T1 left, T2 right, [NotNullWhen(returnValue: true)] out CollisionDetectionInformation? collisionInformation) where T1 : ICollider2D where T2 : ICollider2D;
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}
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@@ -4,17 +4,16 @@ 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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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 PhysicsEngine2D : IPhysicsEngine2D
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{
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private List<IRigidBody2D> rigidBodies = new List<IRigidBody2D>(32);
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private List<ICollider2D> colliders = new List<ICollider2D>(64);
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private readonly List<IRigidBody2D> rigidBodies = new(32);
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private readonly List<ICollider2D> colliders = new(64);
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private int _iterationCount = 1;
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private ICollisionDetector collisionDetector = new CollisionDetector();
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public int IterationCount { get => _iterationCount; set => _iterationCount = value < 1 ? 1 : value; }
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@@ -43,11 +42,32 @@ public class PhysicsEngine2D : IPhysicsEngine2D
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for (int iterationIndex = 0; iterationIndex < IterationCount; iterationIndex++)
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{
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foreach (var rigidBody in rigidBodies)
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StepRigidBody(rigidBody, intervalDeltaTime);
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// Can Parallel
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for (int i = 0; i < rigidBodies.Count; i++)
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StepRigidBody(rigidBodies[i], intervalDeltaTime);
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// Can Parallel
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foreach (var collider in colliders)
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collider.Recalculate();
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// Can Parallel
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for (int x = 0; x < colliders.Count; x++)
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{
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ICollider2D? colliderX = colliders[x];
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for (int y = 0; y < colliders.Count; y++)
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{
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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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continue;
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if (collisionDetector.TryDetect(colliderX, colliderY, out CollisionDetectionInformation? information))
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{
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information.Left.Transform.Position -= .5f * information.Normal * information.Penetration;
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information.Right.Transform.Position += .5f * information.Normal * information.Penetration;
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}
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}
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}
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}
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}
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@@ -57,6 +77,20 @@ public class PhysicsEngine2D : IPhysicsEngine2D
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rigidBody.Transform.Rotation += rigidBody.AngularVelocity * intervalDeltaTime;
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}
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private static void CacheRotations(List<IRigidBody2D> rigidBodies, List<float> rotations)
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{
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rotations.Clear();
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for (int i = 0; i < rigidBodies.Count; i++)
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rotations.Add(rigidBodies[i].Transform.Rotation);
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}
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private static void CachePositions(List<IRigidBody2D> rigidBodies, List<Vector2D> positions)
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{
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positions.Clear();
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for (int i = 0; i < rigidBodies.Count; i++)
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positions.Add(rigidBodies[i].Transform.Position);
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}
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private void OnBehaviourAdded(IBehaviourController controller, IBehaviour behaviour)
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{
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if (behaviour is not ICollider2D collider2D)
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@@ -27,7 +27,7 @@ public static class CircleExtensions
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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 Circle TransformCircle(this ITransform transform, Circle 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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Reference in New Issue
Block a user