Cleanup
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@ -37,7 +37,6 @@ public class PhysicsEngine2D : IPhysicsEngine2D
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rigidBodies.Remove(rigidBody);
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}
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// List<IGameObject> gameObjects = new List<IGameObject>();
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private List<Line> lines = new List<Line>(32);
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public void Step(float deltaTime)
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@ -53,39 +52,19 @@ public class PhysicsEngine2D : IPhysicsEngine2D
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foreach (var collider in colliders)
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collider.Recalculate();
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// foreach (var gameObject in gameObjects)
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// Game1.gameManager.RemoveGameObject(gameObject);
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// gameObjects.Clear();
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// foreach (var collider in colliders)
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// foreach (var vertex in collider.Vertices)
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// {
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// GameObject gameObject = Game1.gameManager.InstantiateGameObject<GameObject>();
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// gameObject.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(Game1.spriteBox);
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// gameObject.Transform.Position = vertex;
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// gameObjects.Add(gameObject);
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// }
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for (int i = colliders.Count - 1; i >= 0; i--)
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CheckCollisions(colliders[i], colliders, (c1, c2, v) =>
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CheckCollisions(colliders[i], colliders, (collider1, collider2, collisionVertex) =>
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{
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// Console.WriteLine($"c1: {c1.BehaviourController.GameObject.Name}, c2: {c2.BehaviourController.GameObject.Name}");
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NewMethod(c1, c2, v, intervalDeltaTime);
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NewMethod(c2, c1, v, intervalDeltaTime);
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ResolveCollision(collider1, collider2, collisionVertex, intervalDeltaTime);
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ResolveCollision(collider2, collider1, collisionVertex, intervalDeltaTime);
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// if (c2.RigidBody2D is IRigidBody2D)
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// {
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// c2.RigidBody2D.Velocity = -c2.RigidBody2D.Velocity;
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// StepRigidBody(c2.RigidBody2D, intervalDeltaTime);
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// }
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c1.Recalculate();
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c2.Recalculate();
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collider1.Recalculate();
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collider2.Recalculate();
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});
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}
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}
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private void NewMethod(ICollider2D c1, ICollider2D c2, Vector2 vertex, float intervalDeltaTime)
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private void ResolveCollision(ICollider2D c1, ICollider2D c2, Vector2 vertex, float intervalDeltaTime)
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{
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if (c1.RigidBody2D is not IRigidBody2D)
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return;
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