16 Commits

Author SHA1 Message Date
5cd3b938f7 fix: yaml type containers are not being recognized while reading back 2026-04-08 15:21:37 +03:00
f81bd61aa1 fix: yaml serialized messing up string fields 2026-04-08 14:24:40 +03:00
6d8ba5c80c feat: added a wip nested coroutine manager
This coroutine manager allows for nested IEnumerators, however it is experimental at the moment.
2026-04-07 18:53:02 +03:00
b713fe4f12 feat: task.ToYield extension method added 2026-04-07 16:19:04 +03:00
4b3a0fdde0 chore: renamed task completion status names 2026-04-07 16:18:35 +03:00
44ff916afe fix: WaitForTaskYield getting stuck 2026-04-06 17:07:00 +03:00
497eedab72 chore: added throwing task exception when faulted on WaitForTaskYield 2026-04-06 15:01:05 +03:00
3893a1d249 chore: forgotten test physics material 2026-04-04 21:21:57 +03:00
4255cc4893 fix: some bad idea 2026-04-04 20:39:29 +03:00
37f4f56cd6 feat(physics): IRigidbody Intertia and Inverse Mass & Intertia fields added 2026-04-04 19:38:29 +03:00
629d758dbc feat: ICollider.OnRecalculated event added 2026-04-04 19:02:25 +03:00
7fb6821a83 feat(math): Math.OneOver and Invert methods added 2026-04-04 18:52:05 +03:00
af2eed2200 feat(physics): added area & inertia calculations for the shape and circles 2026-04-04 18:51:55 +03:00
6db427f39b chore: converted PhysicsMaterial2D's to classes and renamed Default to be ReadOnly 2026-04-04 14:07:37 +03:00
53b342da46 feat: added CollisionDetectionInformation.ContactPoint 2026-04-04 00:13:30 +03:00
4c13578125 feat: basic impulse resolving for 2D collisions 2026-04-03 21:41:32 +03:00
22 changed files with 447 additions and 48 deletions

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@@ -30,6 +30,16 @@ public static class Math
/// </summary>
public const float DegreeToRadian = Pi / 180f;
/// <inheritdoc cref="Invert{T}(T)" />
public static T OneOver<T>(T value) where T : INumber<T> => T.One / value;
/// <summary>
/// Gets 1 / value of given <see cref="T"/>.
/// </summary>
/// <param name="value">The value <see cref="T"/>.</param>
/// <returns>1 / value of given <see cref="T"/>.</returns>
public static T Invert<T>(T value) where T : INumber<T> => T.One / value;
/// <summary>
/// Gets one minus of given <see cref="T"/>.
/// </summary>

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@@ -8,6 +8,12 @@ public static class MathExtensions
/// <inheritdoc cref="Math.OneMinus{T}(T)" />
public static T OneMinus<T>(this T value) where T : INumber<T> => Math.OneMinus(value);
/// <inheritdoc cref="Math.OneOver{T}(T)" />
public static T OneOver<T>(this T value) where T : INumber<T> => Math.OneOver(value);
/// <inheritdoc cref="Math.Invert{T}(T)" />
public static T Invert<T>(this T value) where T : INumber<T> => Math.OneMinus(value);
/// <inheritdoc cref="Math.Add{T}(T, T)" />
public static T Add<T>(this T left, T value) where T : INumber<T> => Math.Add(left, value);

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@@ -34,6 +34,16 @@ public readonly struct Circle(Vector2D center, float radius) : IEquatable<Circle
/// </summary>
public readonly float Diameter => 2f * Radius;
/// <summary>
/// Gets the area of the <see cref="Circle"/>.
/// </summary>
public readonly float Area => Math.Pi * RadiusSquared;
/// <summary>
/// Gets the geometric interia of the <see cref="Circle"/>.
/// </summary>
public readonly float GeometricInertia => .5f * RadiusSquared;
/// <summary>
/// A predefined unit <see cref="Circle"/> with a center at the origin and a radius of 1.
/// </summary>

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@@ -22,6 +22,31 @@ public class Shape2D(List<Vector2D> vertices) : IEnumerable<Vector2D>
private readonly List<Vector2D> _vertices = vertices;
/// <summary>
/// Gets the area of the <see cref="Shape2D"/>.
/// </summary>
public float Area
{
get
{
float area = 0f;
for (int i = 0; i < _vertices.Count; i++)
{
Vector2D a = _vertices[i];
Vector2D b = _vertices[(i + 1) % _vertices.Count];
area += a.Cross(b);
}
return area.Abs() * .5f;
}
}
/// <summary>
/// Gets the geometric interia of the <see cref="Shape2D"/>.
/// </summary>
public float GeometricInertia => GetGeometricInertia(this, Vector2D.Zero);
/// <summary>
/// Gets the vertices of the <see cref="Shape2D"/>.
/// </summary>
@@ -112,6 +137,40 @@ public class Shape2D(List<Vector2D> vertices) : IEnumerable<Vector2D>
return new Triangle(p1, p2, p3);
}
/// <summary>
/// Gets the geometric interia of the <see cref="Shape2D"/>.
/// </summary>
/// <param name="shape">The shape to get the geometrical interia of.</param>
/// <param name="centerOfMass">The point in space to calculate the geometrical interia from.</param>
/// <returns>The geometrical interia of the <see cref="Shape2D"/>.</returns>
public static float GetGeometricInertia(Shape2D shape, Vector2D centerOfMass)
{
float geometricInertia = 0f;
for (int i = 0; i < shape._vertices.Count; i++)
{
Vector2D p1 = centerOfMass.FromTo(shape._vertices[i]);
Vector2D p2 = centerOfMass.FromTo(shape._vertices[(i + 1) % shape._vertices.Count]);
float cross = p1.Cross(p2);
float dot = p1.Dot(p1) + p1.Dot(p2) + p2.Dot(p2);
geometricInertia += cross * dot;
}
return geometricInertia.Abs() / 12f;
}
/// <summary>
/// Gets the interia of the <see cref="Shape2D"/>.
/// </summary>
/// <param name="shape">The shape to get the interia of.</param>
/// <param name="centerOfMass">The point in space to calculate the geometrical interia from.</param>
/// <param name="mass">Mass of the shape.</param>
/// <returns>The interia of the <see cref="Shape2D"/>.</returns>
public static float GetInertia(Shape2D shape, Vector2D centerOfMass, float mass)
=> GetGeometricInertia(shape, centerOfMass) * mass;
/// <summary>
/// Triangulates the given convex <see cref="Shape2D"/>.
/// </summary>
@@ -297,6 +356,12 @@ public static class Shape2DExtensions
/// <inheritdoc cref="Shape2D.GetSuperTriangle(Shape2D)" />
public static Triangle ToSuperTriangle(this Shape2D shape) => Shape2D.GetSuperTriangle(shape);
/// <inheritdoc cref="Shape2D.GetGeometricInertia(Shape2D, Vector2D)" />
public static float GetGeometricInertia(this Shape2D shape, Vector2D centerOfMass) => Shape2D.GetGeometricInertia(shape, centerOfMass);
/// <inheritdoc cref="Shape2D.GetInertia(Shape2D, Vector2D, float)" />
public static float GetInertia(this Shape2D shape, Vector2D centerOfMass, float mass) => Shape2D.GetInertia(shape, centerOfMass, mass);
/// <inheritdoc cref="Shape2D.TriangulateConvex(Shape2D, IList{Triangle})" />
public static void ToTrianglesConvex(this Shape2D shape, IList<Triangle> triangles) => Shape2D.TriangulateConvex(shape, triangles);

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@@ -0,0 +1,9 @@
using System.Collections;
namespace Engine.Core;
public interface ICoroutineManager
{
IEnumerator StartCoroutine(IEnumerator enumerator);
void StopCoroutine(IEnumerator enumerator);
}

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@@ -0,0 +1,80 @@
using System.Collections;
using System.Collections.Generic;
namespace Engine.Core;
public class NestedCoroutineManager : Behaviour, IUpdate, ICoroutineManager
{
private readonly List<CoroutineStack> stacks = [];
private readonly Pool<CoroutineStack> pool = new(() => new());
public IEnumerator StartCoroutine(IEnumerator enumerator)
{
CoroutineStack stack = pool.Get();
stack.EntryPoint = enumerator;
stack.Stack.Push(enumerator);
stacks.Add(stack);
return enumerator;
}
public void StopCoroutine(IEnumerator enumerator)
{
for (int i = 0; i < stacks.Count; i++)
if (stacks[i].EntryPoint == enumerator)
{
RemoveCoroutineAt(i);
return;
}
}
private void RemoveCoroutineAt(int i)
{
stacks[i].Reset();
stacks.RemoveAt(i);
}
void IUpdate.Update()
{
for (int i = stacks.Count - 1; i >= 0; i--)
{
Stack<IEnumerator> stack = stacks[i].Stack;
if (stack.Count == 0)
{
RemoveCoroutineAt(i);
continue;
}
IEnumerator top = stack.Peek();
if (top.Current is ICoroutineYield coroutineYield && coroutineYield.Yield())
continue;
if (top.Current is IEnumerator nested)
{
stack.Push(nested);
continue;
}
if (!top.MoveNext())
{
stack.Pop();
if (stack.Count != 0)
stack.Peek().MoveNext();
continue;
}
}
}
private class CoroutineStack
{
public IEnumerator EntryPoint = null!;
public Stack<IEnumerator> Stack = new();
public void Reset() { EntryPoint = null!; Stack.Clear(); }
}
public NestedCoroutineManager() => Priority = int.MinValue;
}

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@@ -4,32 +4,32 @@ using static Engine.Core.WaitForTaskYield;
namespace Engine.Core;
public class WaitForTaskYield(Task task, TaskCompletionStatus completionStatus = TaskCompletionStatus.Either) : ICoroutineYield
public class WaitForTaskYield(Task task, TaskCompletionStatus completionStatus = TaskCompletionStatus.Any) : ICoroutineYield
{
public bool Yield()
{
switch (completionStatus)
{
case TaskCompletionStatus.Successful:
case TaskCompletionStatus.Success:
if (task.IsCanceled)
throw new("Task has been canceled.");
if (task.IsFaulted)
throw new("Task has faulted.");
return task.IsCompletedSuccessfully;
throw task.Exception ?? new("Task has faulted.");
return !task.IsCompletedSuccessfully;
case TaskCompletionStatus.Failed:
case TaskCompletionStatus.Fail:
if (task.IsCompletedSuccessfully)
throw new("Task was completed successfully.");
return task.IsFaulted;
return !task.IsFaulted;
}
return task.IsCompleted;
return !task.IsCompleted;
}
public enum TaskCompletionStatus
{
Either,
Successful,
Failed
Any,
Success,
Fail
}
}

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@@ -0,0 +1,10 @@
using System.Threading.Tasks;
using static Engine.Core.WaitForTaskYield;
namespace Engine.Core;
public static class YieldExtensions
{
public static WaitForTaskYield ToYield(this Task task, TaskCompletionStatus completionStatus = TaskCompletionStatus.Any) => new(task, completionStatus);
}

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@@ -37,17 +37,25 @@ public class SerializedClassConverter : EngineTypeYamlConverterBase<SerializedCl
}
}
foreach ((string key, object @object) in publicDictionary)
if (@object is IDictionary<object, object> dictionary && dictionary.TryGetValue(nameof(TypeContainer.Type), out object? typeField) && dictionary.TryGetValue(nameof(TypeContainer.Value), out object? valueField))
publicDictionary[key] = new TypeContainer() { Type = typeField!.ToString()!, Value = valueField };
foreach ((string key, object @object) in privateDictionary)
if (@object is IDictionary<object, object> dictionary && dictionary.TryGetValue(nameof(TypeContainer.Type), out object? typeField) && dictionary.TryGetValue(nameof(TypeContainer.Value), out object? valueField))
privateDictionary[key] = new TypeContainer() { Type = typeField!.ToString()!, Value = valueField };
Type classType = TypeFactory.GetType(serializedClass.Type);
foreach ((string key, object @object) in publicDictionary)
if (@object is TypeContainer typeContainer)
serializedClass.Public.Add(key, Serializer.InternalDeserialize(typeContainer.Value!.ToString()!, TypeFactory.GetType(typeContainer.Type)));
serializedClass.Public.Add(key, Serializer.InternalDeserialize(Serializer.Serialize(typeContainer.Value!), TypeFactory.GetType(typeContainer.Type)));
else
serializedClass.Public.Add(key, Serializer.InternalDeserialize(@object.ToString()!, (classType.GetProperty(key, System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance)?.PropertyType ?? classType.GetField(key, System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance)?.FieldType)!));
foreach ((string key, object @object) in privateDictionary)
if (@object is TypeContainer typeContainer)
serializedClass.Private.Add(key, Serializer.InternalDeserialize(typeContainer.Value!.ToString()!, TypeFactory.GetType(typeContainer.Type)));
serializedClass.Private.Add(key, Serializer.InternalDeserialize(Serializer.Serialize(typeContainer.Value!), TypeFactory.GetType(typeContainer.Type)));
else
serializedClass.Private.Add(key, Serializer.InternalDeserialize(@object.ToString()!, (classType.GetProperty(key, System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Default)?.PropertyType ?? classType.GetField(key, System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Default)?.FieldType)!));
@@ -65,14 +73,14 @@ public class SerializedClassConverter : EngineTypeYamlConverterBase<SerializedCl
Dictionary<string, object> publics = [];
Dictionary<string, object> privates = [];
foreach ((string key, object? @object) in serializedClass.Public.Where(v => !v.GetType().HasAttribute<IgnoreSerializationAttribute>()))
if (@object?.GetType().IsClass == false)
foreach ((string key, object? @object) in serializedClass.Public)
if (@object?.GetType().IsClass == false || @object is string)
publics.Add(key, @object!);
else
publics.Add(key, new TypeContainer(@object));
foreach ((string key, object? @object) in serializedClass.Private.Where(v => !v.GetType().HasAttribute<IgnoreSerializationAttribute>()))
if (@object?.GetType().IsClass == false)
foreach ((string key, object? @object) in serializedClass.Private)
if (@object?.GetType().IsClass == false || @object is string)
privates.Add(key, @object!);
else
privates.Add(key, new TypeContainer(@object));

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@@ -7,6 +7,11 @@ namespace Engine.Physics2D;
/// </summary>
public interface ICollider2D : IBehaviour
{
/// <summary>
/// Event triggered when the collider is recalculated.
/// </summary>
Event<ICollider2D> OnRecalculated { get; }
/// <summary>
/// Event triggered when a collision is detected.
/// </summary>
@@ -30,6 +35,16 @@ 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>

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@@ -27,6 +27,21 @@ public interface IRigidBody2D : IBehaviour2D
/// </summary>
float Mass { get; set; }
/// <summary>
/// The inverse mass (1 / Mass) of the <see cref="IRigidBody2D"/>.
/// </summary>
float InverseMass { get; }
/// <summary>
/// The Invertia of the <see cref="IRigidBody2D"/>.
/// </summary>
float Inertia { get; }
/// <summary>
/// The inverse Invertia (1 / Invertia) of the <see cref="IRigidBody2D"/>.
/// </summary>
float InverseInertia { get; }
/// <summary>
/// The value indicating whether the <see cref="IRigidBody2D"/> is static/immovable.
/// </summary>

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@@ -4,6 +4,7 @@ namespace Engine.Physics2D;
public abstract class Collider2DBase : Behaviour2D, ICollider2D
{
public Event<ICollider2D> OnRecalculated { get; } = new();
public Event<ICollider2D, CollisionDetectionInformation> OnCollisionDetected { get; } = new();
public Event<ICollider2D, CollisionDetectionInformation> OnCollisionResolved { get; } = new();
public Event<ICollider2D, ICollider2D> OnTriggered { get; } = new();
@@ -20,6 +21,9 @@ 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)
@@ -27,6 +31,7 @@ public abstract class Collider2DBase : Behaviour2D, ICollider2D
CalculateCollider();
NeedsRecalculation = false;
OnRecalculated.Invoke(this);
}
public abstract void CalculateCollider();

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@@ -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;

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@@ -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; }

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@@ -7,14 +7,16 @@ public readonly struct CollisionDetectionInformation
(
ICollider2D Detector,
ICollider2D Detected,
Vector2D ContactPoint,
Vector2D Normal,
float Penetration
)
{
public ICollider2D Detector { get; init; } = Detector;
public ICollider2D Detected { get; init; } = Detected;
public Vector2D ContactPoint { get; init; } = ContactPoint;
public Vector2D Normal { get; init; } = Normal;
public float Penetration { get; init; } = Penetration;
public CollisionDetectionInformation Reverse() => new(Detected, Detector, -Normal, Penetration);
public CollisionDetectionInformation Reverse() => new(Detected, Detector, ContactPoint, -Normal, Penetration);
}

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@@ -1,3 +1,5 @@
using System.Collections.Generic;
using Engine.Core;
using Engine.Physics2D;
@@ -41,12 +43,13 @@ public class CollisionDetector2D : ICollisionDetector2D
private static bool DetectShapeShapeOneWay(IShapeCollider2D left, IShapeCollider2D right, ref CollisionDetectionInformation collisionInformation)
{
System.Collections.Generic.IReadOnlyList<Vector2D> vertices = left.ShapeWorld.Vertices;
IReadOnlyList<Vector2D> vertices = left.ShapeWorld.Vertices;
int count = vertices.Count;
for (int indexProjection = 0; indexProjection < count; indexProjection++)
{
Vector2D projectionVector = vertices[indexProjection].FromTo(vertices[(indexProjection + 1) % count]).Perpendicular().Normalized;
Vector2D leftEdge = vertices[indexProjection].FromTo(vertices[(indexProjection + 1) % count]);
Vector2D projectionVector = leftEdge.Perpendicular().Normalized;
Projection1D leftProjection = left.ShapeWorld.ToProjection(projectionVector);
Projection1D rightProjection = right.ShapeWorld.ToProjection(projectionVector);
@@ -55,17 +58,61 @@ public class CollisionDetector2D : ICollisionDetector2D
return false;
if (collisionInformation.Detector is null || Math.Abs(collisionInformation.Penetration) > Math.Abs(depth))
collisionInformation = new(left, right, projectionVector, depth);
{
Vector2D contactPoint = FindShapeToShapeContactPoint(left, right, projectionVector);
collisionInformation = new(left, right, contactPoint, projectionVector, depth);
}
}
return true;
}
private static Vector2D FindShapeToShapeContactPoint(IShapeCollider2D left, IShapeCollider2D right, Vector2D contactProjectionVector)
{
IReadOnlyList<Vector2D> leftVertices = left.ShapeWorld.Vertices;
IReadOnlyList<Vector2D> rightVertices = right.ShapeWorld.Vertices;
Line2D leftSupportLine = GetSupportLine(leftVertices, contactProjectionVector);
Line2D rightSupportLine = GetSupportLine(rightVertices, -contactProjectionVector);
if (leftSupportLine.Direction.Dot(rightSupportLine.Direction).Abs() > .99f)
return (leftSupportLine.From + leftSupportLine.To + rightSupportLine.From + rightSupportLine.To) / 4f;
return leftSupportLine.IntersectionPoint(rightSupportLine);
}
private static Line2D GetSupportLine(IReadOnlyList<Vector2D> vertices, Vector2D contactProjectionVector)
{
System.Span<Vector2D> points = stackalloc Vector2D[2];
System.Span<float> distances = stackalloc float[2] { float.MaxValue, float.MaxValue };
for (int i = 0; i < vertices.Count; i++)
{
Vector2D point = vertices[i];
float distance = contactProjectionVector.Dot(point);
if (distance < distances[0])
{
points[1] = points[0];
distances[1] = distances[0];
points[0] = point;
distances[0] = distance;
}
else if (distance < distances[1])
{
points[1] = point;
distances[1] = distance;
}
}
return new(points[0], points[1]);
}
private static bool DetectShapeCircle(IShapeCollider2D shapeCollider, ICircleCollider2D circleCollider, out CollisionDetectionInformation collisionInformation)
{
collisionInformation = default;
System.Collections.Generic.IReadOnlyList<Vector2D> vertices = shapeCollider.ShapeWorld.Vertices;
IReadOnlyList<Vector2D> vertices = shapeCollider.ShapeWorld.Vertices;
int count = vertices.Count;
for (int indexProjection = 0; indexProjection < count; indexProjection++)
@@ -78,8 +125,10 @@ public class CollisionDetector2D : ICollisionDetector2D
if (!shapeProjection.Overlaps(circleProjection, out float depth))
return false;
Vector2D contactPoint = circleCollider.CircleWorld.Center + projectionVector * circleCollider.CircleWorld.Radius;
if (collisionInformation.Detector is null || Math.Abs(collisionInformation.Penetration) > Math.Abs(depth))
collisionInformation = new(shapeCollider, circleCollider, projectionVector, depth);
collisionInformation = new(shapeCollider, circleCollider, contactPoint, projectionVector, depth);
}
{
@@ -91,8 +140,10 @@ public class CollisionDetector2D : ICollisionDetector2D
if (!shapeProjection.Overlaps(circleProjection, out float depth))
return false;
Vector2D contactPoint = circleCollider.CircleWorld.Center + shapeToCircleProjectionVector * circleCollider.CircleWorld.Radius;
if (collisionInformation.Detector is null || Math.Abs(collisionInformation.Penetration) > Math.Abs(depth))
collisionInformation = new(shapeCollider, circleCollider, shapeToCircleProjectionVector, depth);
collisionInformation = new(shapeCollider, circleCollider, contactPoint, shapeToCircleProjectionVector, depth);
}
return true;
@@ -110,7 +161,10 @@ public class CollisionDetector2D : ICollisionDetector2D
bool collision = leftProjection.Overlaps(rightProjection, out float depth);
if (collision)
collisionInformation = new(left, right, leftToRightCenterProjectionVector, depth);
{
Vector2D contactPoint = left.CircleWorld.Center + leftToRightCenterProjectionVector * left.CircleWorld.Radius;
collisionInformation = new(left, right, contactPoint, leftToRightCenterProjectionVector, depth);
}
return collision;
}

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@@ -6,8 +6,6 @@ public class CollisionResolver2D : ICollisionResolver2D
{
public void Resolve(CollisionDetectionInformation collisionInformation)
{
Vector2D displacementVector = collisionInformation.Normal * collisionInformation.Penetration;
ICollider2D left = collisionInformation.Detector;
ICollider2D right = collisionInformation.Detected;
@@ -17,6 +15,20 @@ public class CollisionResolver2D : ICollisionResolver2D
if (isLeftStatic && isRightStatic)
return;
Displace(collisionInformation, left, right, isLeftStatic, isRightStatic);
Bounce(collisionInformation, left, right, isLeftStatic, isRightStatic);
left.Recalculate();
right.Recalculate();
left.Resolve(collisionInformation);
right.Resolve(collisionInformation);
}
private static void Displace(CollisionDetectionInformation collisionInformation, ICollider2D left, ICollider2D right, bool isLeftStatic, bool isRightStatic)
{
Vector2D displacementVector = collisionInformation.Normal * collisionInformation.Penetration;
if (isLeftStatic)
right.Transform.Position += displacementVector;
else if (isRightStatic)
@@ -33,11 +45,32 @@ public class CollisionResolver2D : ICollisionResolver2D
right.Transform.Position += leftMomentumPercentage * displacementVector;
left.Transform.Position -= rightMomentumPercentage * displacementVector;
}
}
left.Recalculate();
right.Recalculate();
private static void Bounce(CollisionDetectionInformation collisionInformation, ICollider2D left, ICollider2D right, bool isLeftStatic, bool isRightStatic)
{
Vector2D leftVelocity = left.RigidBody2D?.Velocity ?? Vector2D.Zero;
Vector2D rightVelocity = right.RigidBody2D?.Velocity ?? Vector2D.Zero;
left.Resolve(collisionInformation);
right.Resolve(collisionInformation);
Vector2D relativeVelocity = leftVelocity - rightVelocity;
float velocityAlongNormal = Vector2D.Dot(relativeVelocity, collisionInformation.Normal);
if (velocityAlongNormal > 0)
{
collisionInformation = collisionInformation.Reverse();
velocityAlongNormal = -velocityAlongNormal;
}
float e = (left.RigidBody2D?.Material.Restitution ?? 0f).Add(right.RigidBody2D?.Material.Restitution ?? 0f).Divide(2f);
float leftMassEffective = isLeftStatic ? float.PositiveInfinity : left.RigidBody2D?.Mass ?? float.Epsilon;
float rightMassEffective = isRightStatic ? float.PositiveInfinity : right.RigidBody2D?.Mass ?? float.Epsilon;
float impulse = -(1f + e) * velocityAlongNormal / ((1f / leftMassEffective) + (1f / rightMassEffective));
if (!isLeftStatic)
left.RigidBody2D?.Velocity += impulse / leftMassEffective * collisionInformation.Normal;
if (!isRightStatic)
right.RigidBody2D?.Velocity -= impulse / rightMassEffective * collisionInformation.Normal;
}
}

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@@ -1,7 +1,7 @@
namespace Engine.Physics2D;
public readonly struct PhysicsMaterial2D(float Friction, float Restitution) : IPhysicsMaterial2D
public class PhysicsMaterial2D(float Friction, float Restitution) : IPhysicsMaterial2D
{
public readonly float Friction { get; init; } = Friction;
public readonly float Restitution { get; init; } = Restitution;
public float Friction { get; set; } = Friction;
public float Restitution { get; set; } = Restitution;
}

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@@ -1,8 +0,0 @@
namespace Engine.Physics2D;
public readonly struct PhysicsMaterial2DDefault : IPhysicsMaterial2D
{
public readonly float Friction => .1f;
public readonly float Restitution => .1f;
}

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@@ -0,0 +1,9 @@
namespace Engine.Physics2D;
public readonly struct ReadOnlyPhysicsMaterial2D(float Friction, float Restitution) : IPhysicsMaterial2D
{
public readonly float Friction { get; } = Friction;
public readonly float Restitution { get; } = Restitution;
public readonly static ReadOnlyPhysicsMaterial2D Default = new(.1f, .1f);
}

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@@ -1,16 +1,75 @@
using System.Collections.Generic;
using Engine.Core;
namespace Engine.Physics2D;
public class RigidBody2D : Behaviour2D, IRigidBody2D
public class RigidBody2D : Behaviour2D, IRigidBody2D, IFirstFrameUpdate, ILastFrameUpdate
{
private const float LOWEST_ALLOWED_MASS = 0.00001f;
public IPhysicsMaterial2D Material { get; set; } = new PhysicsMaterial2DDefault();
public IPhysicsMaterial2D Material { get; set; } = ReadOnlyPhysicsMaterial2D.Default;
public Vector2D Velocity { get; set; } = Vector2D.Zero;
public float AngularVelocity { get; set; } = 0f;
public bool IsStatic { get; set; } = false;
public float Mass { get; set => field = Math.Max(value, LOWEST_ALLOWED_MASS); } = 1f;
public float Mass { get; set { field = Math.Max(value, LOWEST_ALLOWED_MASS); } } = 1f;
public float InverseMass { get; protected set; } = 1f;
public float Inertia { get; protected set; } = 1f;
public float InverseInertia { get; protected set; } = 1f;
private readonly List<ICollider2D> childColliders = [];
public void LastActiveFrame() => DisconnectColliders();
public void FirstActiveFrame()
{
ReconnectColliders();
UpdateValues();
}
private void ReconnectColliders()
{
DisconnectColliders();
BehaviourController.GetBehavioursInChildren(childColliders);
foreach (ICollider2D collider in childColliders)
collider.OnRecalculated.AddListener(RecalculateCallback);
}
private void DisconnectColliders()
{
foreach (ICollider2D collider in childColliders)
collider.OnRecalculated.RemoveListener(RecalculateCallback);
}
private void RecalculateCallback(ICollider2D _) => UpdateValues();
private void UpdateValues()
{
InverseMass = Mass.OneOver();
Vector2D center = Transform.Position;
Inertia = 0f;
float totalColliderArea = 0f;
foreach (ICollider2D collider in childColliders)
totalColliderArea += collider.Area;
foreach (ICollider2D collider in childColliders)
{
float colliderMass = Mass * (collider.Area / totalColliderArea);
float colliderInertia = collider.GeometricInertia * colliderMass;
float distanceSquared = center.FromTo(collider.Transform.Position).MagnitudeSquared;
Inertia += colliderInertia + colliderMass * distanceSquared;
}
if (childColliders.Count == 0)
Inertia = 1f;
InverseInertia = Inertia.OneOver();
}
}

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@@ -7,7 +7,7 @@ namespace Engine.Systems.Tween;
public class TweenManager : Behaviour, IEnterUniverse, IExitUniverse, ITweenManager
{
private CoroutineManager coroutineManager = null!;
private ICoroutineManager coroutineManager = null!;
private readonly Dictionary<ITween, IEnumerator> runningCoroutines = [];
private readonly Queue<Tween> pool = new();
@@ -75,7 +75,7 @@ public class TweenManager : Behaviour, IEnterUniverse, IExitUniverse, ITweenMana
public void EnterUniverse(IUniverse universe)
{
coroutineManager = universe.FindRequiredBehaviour<CoroutineManager>();
coroutineManager = universe.FindRequiredBehaviour<ICoroutineManager>();
}
public void ExitUniverse(IUniverse universe)