Syntriax.Engine/Engine.Physics2D/CollisionDetector2D.cs

137 lines
6.1 KiB
C#

using Syntriax.Engine.Core;
using Syntriax.Engine.Physics2D.Abstract;
using Syntriax.Engine.Physics2D.Primitives;
namespace Syntriax.Engine.Physics2D;
public class CollisionDetector2D : ICollisionDetector2D
{
public bool TryDetect<T1, T2>(T1 left, T2 right, out CollisionDetectionInformation collisionInformation)
where T1 : ICollider2D
where T2 : ICollider2D
{
collisionInformation = default;
if (left is IShapeCollider2D shapeColliderLeft)
{
if (right is IShapeCollider2D shapeColliderRight)
return DetectShapeShape(shapeColliderLeft, shapeColliderRight, out collisionInformation);
else if (right is ICircleCollider2D circleColliderRight)
return DetectShapeCircle(shapeColliderLeft, circleColliderRight, out collisionInformation);
}
else if (left is ICircleCollider2D circleColliderLeft)
{
if (right is IShapeCollider2D shapeColliderRight)
return DetectCircleShape(circleColliderLeft, shapeColliderRight, out collisionInformation);
else if (right is ICircleCollider2D circleColliderRight)
return DetectCircleCircle(circleColliderLeft, circleColliderRight, out collisionInformation);
}
return false;
}
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)
{
collisionInformation = default;
return DetectShapeShapeOneWay(left, right, ref collisionInformation) && DetectShapeShapeOneWay(right, left, ref collisionInformation);
}
private static bool DetectShapeShapeOneWay(IShapeCollider2D left, IShapeCollider2D right, ref CollisionDetectionInformation collisionInformation)
{
var 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;
Projection leftProjection = left.ShapeWorld.ToProjection(projectionVector);
Projection rightProjection = right.ShapeWorld.ToProjection(projectionVector);
if (!leftProjection.Overlaps(rightProjection, out float depth))
return false;
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)
{
collisionInformation = default;
var vertices = shapeCollider.ShapeWorld.Vertices;
int count = vertices.Count;
for (int indexProjection = 0; indexProjection < count; indexProjection++)
{
Vector2D projectionVector = vertices[indexProjection].FromTo(vertices[(indexProjection + 1) % count]).Perpendicular().Normalized;
Projection shapeProjection = shapeCollider.ShapeWorld.ToProjection(projectionVector);
Projection circleProjection = circleCollider.CircleWorld.ToProjection(projectionVector);
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, 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)
{
collisionInformation = default;
Vector2D leftToRightCenterProjectionVector = left.CircleWorld.Center.FromTo(right.CircleWorld.Center).Normalized;
Projection leftProjection = left.CircleWorld.ToProjection(leftToRightCenterProjectionVector);
Projection rightProjection = right.CircleWorld.ToProjection(leftToRightCenterProjectionVector);
bool collision = leftProjection.Overlaps(rightProjection, out float depth);
if (collision)
collisionInformation = new(left, right, leftToRightCenterProjectionVector, depth);
return collision;
}
// private static bool DetectCircleCircle(ICircleCollider2D left, ICircleCollider2D right, out CollisionDetectionInformation collisionInformation)
// {
// collisionInformation = default;
// Vector2D leftToRightCenter = left.CircleWorld.Center.FromTo(right.CircleWorld.Center);
// float distanceCircleCenter = leftToRightCenter.Magnitude;
// float radiusSum = left.CircleWorld.Radius + right.CircleWorld.Radius;
// float circleSurfaceDistance = distanceCircleCenter - radiusSum;
// bool collision = circleSurfaceDistance <= 0f;
// if (collision)
// collisionInformation = new(left, right, leftToRightCenter.Normalized, -circleSurfaceDistance);
// return collision;
// }
}