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