using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Syntriax.Engine.Core.Abstract; using Syntriax.Engine.Physics2D.Abstract; namespace Syntriax.Engine.Physics2D; public class PhysicsEngine2D : IPhysicsEngine2D { private IList rigidBodies = new List(32); private IList colliders = new List(64); private int _iterationCount = 1; public int IterationCount { get => _iterationCount; set => _iterationCount = value < 1 ? 1 : value; } public void AddRigidBody(IRigidBody2D rigidBody) { if (rigidBodies.Contains(rigidBody)) return; rigidBodies.Add(rigidBody); foreach (var collider2D in rigidBody.BehaviourController.GetBehaviours()) colliders.Add(collider2D); rigidBody.BehaviourController.OnBehaviourAdded += OnBehaviourAdded; rigidBody.BehaviourController.OnBehaviourRemoved += OnBehaviourRemoved; } public void RemoveRigidBody(IRigidBody2D rigidBody) { rigidBodies.Remove(rigidBody); } public void Step(float deltaTime) { float intervalDeltaTime = deltaTime / IterationCount; for (int i = 0; i < IterationCount; i++) { foreach (var rigidBody in rigidBodies) { Vector2 nextPosition = rigidBody.Transform.Position; nextPosition += rigidBody.Velocity * intervalDeltaTime; rigidBody.Transform.Position = nextPosition; } foreach (var collider in colliders) collider.RecalculateVertices(); for (int colliderIX = 0; colliderIX < colliders.Count; colliderIX++) { ICollider2D colliderX = colliders[colliderIX]; for (int colliderIY = colliderIX + 1; colliderIY < colliders.Count; colliderIY++) foreach (var vertex in colliderX.Vertices) { if (!colliders[colliderIY].CheckCollision(vertex, colliderX, out var collisionInformation)) continue; // Console.WriteLine($"Collision"); // if (colliders[colliderIX].BehaviourController.TryGetBehaviour(out IRigidBody2D? rigidX)) // rigidX.Velocity = -rigidX.Velocity; // if (colliders[colliderIY].BehaviourController.TryGetBehaviour(out IRigidBody2D? rigidY)) // rigidY.Velocity = -rigidY.Velocity; break; } } } } private void OnBehaviourAdded(IBehaviourController controller, IBehaviour behaviour) { if (behaviour is not ICollider2D collider2D) return; colliders.Add(collider2D); } private void OnBehaviourRemoved(IBehaviourController controller, IBehaviour behaviour) { if (behaviour is not ICollider2D collider2D) return; colliders.Remove(collider2D); } }