Syntriax.Engine/Engine.Physics2D/RaycastResolver2D.cs
2025-06-09 18:33:47 +03:00

101 lines
3.6 KiB
C#

using System.Collections.Generic;
using Syntriax.Engine.Core;
namespace Syntriax.Engine.Physics2D;
public class RaycastResolver2D : IRaycastResolver2D
{
private readonly ListPool<Line2D> lineCacheQueue = new(() => new(4));
RaycastResult? IRaycastResolver2D.RaycastAgainst<T>(T shape, Ray2D ray, float length)
{
if (shape is IShapeCollider2D shapeCollider)
return RaycastAgainstShape(shapeCollider, ray, length);
else if (shape is ICircleCollider2D circleCollider)
return RaycastAgainstCircle(circleCollider, ray, length);
throw new System.NotSupportedException($"{shape.GetType().FullName} is not supported by {GetType().FullName}. Please implement a {nameof(IRaycastResolver2D)} and use it as the raycast resolver.");
}
public RaycastResult? RaycastAgainstShape(IShapeCollider2D shapeCollider, Ray2D ray, float length)
{
List<Line2D> line2Ds = lineCacheQueue.Get();
RaycastResult? raycastResult = null;
float closestRaycastResultSquared = float.MaxValue;
shapeCollider.ShapeWorld.ToLines(line2Ds);
Line2D rayLine = ray.ToLine(length);
foreach (Line2D line in line2Ds)
{
if (line.Intersects(rayLine))
{
Vector2D hitPosition = line.IntersectionPoint(rayLine);
float hitDistanceSquared = ray.Origin.FromTo(hitPosition).MagnitudeSquared;
if (closestRaycastResultSquared < hitDistanceSquared)
continue;
closestRaycastResultSquared = hitDistanceSquared;
Vector2D lineDirection = line.Direction;
Vector2D normal1 = lineDirection.Perpendicular();
Vector2D normal2 = -lineDirection.Perpendicular();
float normalDot1 = rayLine.Direction.Dot(normal1);
float normalDot2 = rayLine.Direction.Dot(normal2);
Vector2D hitNormal = normalDot1 < normalDot2 ? normal1 : normal2;
if (shapeCollider.ShapeWorld.Overlaps(ray.Origin))
hitNormal = hitNormal.Reversed;
raycastResult = new(ray, shapeCollider, hitPosition, hitNormal);
}
}
lineCacheQueue.Return(line2Ds);
return raycastResult;
}
public RaycastResult? RaycastAgainstCircle(ICircleCollider2D circleCollider, Ray2D ray, float length)
{
Circle circle = circleCollider.CircleWorld;
if (circle.Overlaps(ray.Origin, out _, out float depth))
{
Vector2D insideNormal = circle.Center.FromTo(ray.Origin).Normalized;
Vector2D insidePosition = circle.Center + insideNormal * circle.Radius;
return new(ray, circleCollider, insidePosition, insideNormal);
}
Vector2D originToCircle = ray.Origin.FromTo(circle.Center);
float distanceToClosest = ray.Direction.Dot(originToCircle);
Vector2D closestPoint = ray.Origin + ray.Direction * distanceToClosest;
Vector2D closestPointToCircle = closestPoint.FromTo(circle.Center);
float closestToCircleDistanceSquared = closestPointToCircle.MagnitudeSquared;
if (closestToCircleDistanceSquared > circle.RadiusSquared)
return null;
float distanceToHit = distanceToClosest - (circle.Radius - closestToCircleDistanceSquared.Sqrt());
if (distanceToHit > length || distanceToHit < 0f)
return null;
Vector2D hitPosition = ray.Evaluate(distanceToHit);
Vector2D hitNormal = circle.Center.FromTo(hitPosition).Normalized;
return new(ray, circleCollider, hitPosition, hitNormal);
}
}