Remove old collision code.

This commit is contained in:
Gandifil
2023-11-20 19:17:02 +03:00
parent 17c45f51ee
commit e237249fdc
8 changed files with 0 additions and 330 deletions
@@ -1,33 +0,0 @@
using Microsoft.Xna.Framework;
namespace MonoGame.Extended.Collisions
{
public class CollisionActor : IActorTarget
{
private readonly IActorTarget _target;
public CollisionActor(IActorTarget target)
{
_target = target;
}
public Vector2 Velocity
{
get { return _target.Velocity; }
set { _target.Velocity = value; }
}
public Vector2 Position
{
get { return _target.Position; }
set { _target.Position = value; }
}
public RectangleF BoundingBox => _target.BoundingBox;
public void OnCollision(CollisionInfo collisionInfo)
{
_target.OnCollision(collisionInfo);
}
}
}
@@ -1,101 +0,0 @@
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
namespace MonoGame.Extended.Collisions
{
/// <summary>
/// Represents a collision grid. This is used to break the game world into
/// chunks to detect collisions efficiently.
/// </summary>
public class CollisionGrid
{
private readonly CollisionGridCell[] _data;
/// <summary>
/// Creates a new collision grid of specified size.
/// </summary>
/// <param name="data"></param>
/// <param name="columns">Number of columns in the grid.</param>
/// <param name="rows">Number of rows in the grid.</param>
/// <param name="cellWidth">The width of each individual cell.</param>
/// <param name="cellHeight">The height of each individual cell.</param>
public CollisionGrid(int[] data, int columns, int rows, int cellWidth, int cellHeight)
{
_data = new CollisionGridCell[data.Length];
for (var y = 0; y < rows; y++)
for (var x = 0; x < columns; x++)
{
var index = x + y*columns;
_data[index] = new CollisionGridCell(this, x, y, data[index]);
}
Columns = columns;
Rows = rows;
CellWidth = cellWidth;
CellHeight = cellHeight;
}
/// <summary>
/// Gets the number of columns in this grid.
/// </summary>
public int Columns { get; }
/// <summary>
/// Gets the number of rows in this grid.
/// </summary>
public int Rows { get; private set; }
/// <summary>
/// Gets the width of each cell.
/// </summary>
public int CellWidth { get; }
/// <summary>
/// Gets the height of each cell.
/// </summary>
public int CellHeight { get; }
public CollisionGridCell GetCellAtIndex(int column, int row)
{
var index = column + row*Columns;
if ((index < 0) || (index >= _data.Length))
return new CollisionGridCell(this, column, row, 0);
return _data[index];
}
public CollisionGridCell GetCellAtPosition(Vector3 position)
{
var column = (int) (position.X/CellWidth);
var row = (int) (position.Y/CellHeight);
return GetCellAtIndex(column, row);
}
public IEnumerable<CollisionGridCell> GetCellsOverlappingRectangle(RectangleF rectangle)
{
var sx = (int) (rectangle.Left/CellWidth);
var sy = (int) (rectangle.Top/CellHeight);
var ex = (int) (rectangle.Right/CellWidth + 1);
var ey = (int) (rectangle.Bottom/CellHeight + 1);
for (var y = sy; y < ey; y++)
for (var x = sx; x < ex; x++)
yield return GetCellAtIndex(x, y);
}
public IEnumerable<ICollidable> GetCollidables(RectangleF overlappingRectangle)
{
return GetCellsOverlappingRectangle(overlappingRectangle)
.Where(cell => cell.Flag != CollisionGridCellFlag.Empty);
}
public Rectangle GetCellRectangle(int column, int row)
{
return new Rectangle(column*CellWidth, row*CellHeight, CellWidth, CellHeight);
}
}
}
@@ -1,46 +0,0 @@
namespace MonoGame.Extended.Collisions
{
/// <summary>
/// Represents a single cell in a collision grid.
/// </summary>
public class CollisionGridCell : ICollidable
{
private readonly CollisionGrid _parentGrid;
/// <summary>
/// Creates a collision grid cell at a location in the parent grid.
/// </summary>
/// <param name="parentGrid">The collision grid which this cell is a part of.</param>
/// <param name="column">The column position of this cell.</param>
/// <param name="row">The row position of this cell.</param>
/// <param name="data"></param>
public CollisionGridCell(CollisionGrid parentGrid, int column, int row, int data)
{
_parentGrid = parentGrid;
Column = column;
Row = row;
Data = data;
Flag = data == 0 ? CollisionGridCellFlag.Empty : CollisionGridCellFlag.Solid;
}
/// <summary>
/// Gets the Column in the parent grid that this cell represents.
/// </summary>
public int Column { get; }
/// <summary>
/// Gets the Row in the parent grid that this cell represents.
/// </summary>
public int Row { get; }
public int Data { get; private set; }
public object Tag { get; set; }
public CollisionGridCellFlag Flag { get; set; }
/// <summary>
/// Gets the bounding box of the cell.
/// </summary>
public RectangleF BoundingBox => _parentGrid.GetCellRectangle(Column, Row).ToRectangleF();
}
}
@@ -1,9 +0,0 @@
namespace MonoGame.Extended.Collisions
{
public enum CollisionGridCellFlag
{
Empty,
Solid,
Interesting
}
}
@@ -1,21 +0,0 @@
using Microsoft.Xna.Framework;
namespace MonoGame.Extended.Collisions
{
/// <summary>
/// This class holds data on a collision. It is passed as a parameter to
/// OnCollision methods.
/// </summary>
public class CollisionInfo
{
/// <summary>
/// Gets the object being collided with.
/// </summary>
public ICollidable Other { get; internal set; }
/// <summary>
/// Gets a vector representing the overlap between the two objects.
/// </summary>
public Vector2 PenetrationVector { get; internal set; }
}
}
@@ -1,88 +0,0 @@
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
namespace MonoGame.Extended.Collisions
{
public class CollisionWorld : IDisposable, IUpdate
{
private readonly List<CollisionActor> _actors;
private readonly Vector2 _gravity;
private CollisionGrid _grid;
public CollisionWorld(Vector2 gravity)
{
_gravity = gravity;
_actors = new List<CollisionActor>();
}
public void Dispose()
{
}
public void Update(GameTime gameTime)
{
var deltaTime = (float) gameTime.ElapsedGameTime.TotalSeconds;
foreach (var actor in _actors)
{
actor.Velocity += _gravity*deltaTime;
actor.Position += actor.Velocity*deltaTime;
if (_grid != null)
foreach (var collidable in _grid.GetCollidables(actor.BoundingBox))
{
var intersection = RectangleF.Intersection(collidable.BoundingBox, actor.BoundingBox);
if (intersection.IsEmpty)
continue;
var info = GetCollisionInfo(actor, collidable, intersection);
actor.OnCollision(info);
}
}
}
public CollisionActor CreateActor(IActorTarget target)
{
var actor = new CollisionActor(target);
_actors.Add(actor);
return actor;
}
public CollisionGrid CreateGrid(int[] data, int columns, int rows, int cellWidth, int cellHeight)
{
if (_grid != null)
throw new InvalidOperationException("Only one collision grid can be created per world");
_grid = new CollisionGrid(data, columns, rows, cellWidth, cellHeight);
return _grid;
}
private CollisionInfo GetCollisionInfo(ICollidable first, ICollidable second, RectangleF intersectingRectangle)
{
var info = new CollisionInfo
{
Other = second
};
if (intersectingRectangle.Width < intersectingRectangle.Height)
{
var d = first.BoundingBox.Center.X < second.BoundingBox.Center.X
? intersectingRectangle.Width
: -intersectingRectangle.Width;
info.PenetrationVector = new Vector2(d, 0);
}
else
{
var d = first.BoundingBox.Center.Y < second.BoundingBox.Center.Y
? intersectingRectangle.Height
: -intersectingRectangle.Height;
info.PenetrationVector = new Vector2(0, d);
}
return info;
}
}
}
@@ -1,17 +0,0 @@
//using System.Linq;
//using MonoGame.Extended.Tiled;
//namespace MonoGame.Extended.Collisions
//{
// public static class CollisionWorldExtensions
// {
// public static CollisionGrid CreateGrid(this CollisionWorld world, TiledTileLayer tileLayer)
// {
// var data = tileLayer.Tiles
// .Select(t => (int)t.GlobalIdentifier)
// .ToArray();
// return world.CreateGrid(data, tileLayer.Width, tileLayer.Height, tileLayer.TileWidth, tileLayer.TileHeight);
// }
// }
//}
@@ -1,15 +0,0 @@
using Microsoft.Xna.Framework;
namespace MonoGame.Extended.Collisions
{
public interface ICollidable
{
RectangleF BoundingBox { get; }
}
public interface IActorTarget : IMovable, ICollidable
{
Vector2 Velocity { get; set; }
void OnCollision(CollisionInfo collisionInfo);
}
}