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.Detector; ICollider2D right = collisionInformation.Detected; 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.Resolve(collisionInformation); right.Resolve(collisionInformation); } }