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Syntriax.Engine/Engine.Physics2D/RigidBody2D.cs

76 lines
2.3 KiB
C#

using System.Collections.Generic;
using Engine.Core;
namespace Engine.Physics2D;
public class RigidBody2D : Behaviour2D, IRigidBody2D, IFirstFrameUpdate, ILastFrameUpdate
{
private const float LOWEST_ALLOWED_MASS = 0.00001f;
public IPhysicsMaterial2D Material { get; set; } = new PhysicsMaterial2D(0f, 0f);
public Vector2D Velocity { get => IsStatic ? Vector2D.Zero : field; set => field = IsStatic ? Vector2D.Zero : value; } = 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 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();
}
}