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 List rigidBodies = new List(32); private List 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); } // List gameObjects = new List(); public void Step(float deltaTime) { float intervalDeltaTime = deltaTime / IterationCount; for (int iterationIndex = 0; iterationIndex < IterationCount; iterationIndex++) { foreach (var rigidBody in rigidBodies) StepRigidBody(rigidBody, intervalDeltaTime); foreach (var collider in colliders) collider.Recalculate(); // foreach (var gameObject in gameObjects) // Game1.gameManager.RemoveGameObject(gameObject); // gameObjects.Clear(); // foreach (var collider in colliders) // foreach (var vertex in collider.Vertices) // { // GameObject gameObject = Game1.gameManager.InstantiateGameObject(); // gameObject.BehaviourController.AddBehaviour().Assign(Game1.spriteBox); // gameObject.Transform.Position = vertex; // gameObjects.Add(gameObject); // } for (int i = colliders.Count - 1; i >= 0; i--) CheckCollisions(colliders[i], colliders, (c1, c2) => { if (c1.RigidBody2D is IRigidBody2D c1RigidBody) { c1RigidBody.Velocity = -c1RigidBody.Velocity; StepRigidBody(c1RigidBody, intervalDeltaTime); c1.Recalculate(); } if (c2.RigidBody2D is IRigidBody2D c2RigidBody) { c2RigidBody.Velocity = -c2RigidBody.Velocity; StepRigidBody(c2RigidBody, intervalDeltaTime); c2.Recalculate(); } }); } } private void CheckCollisions(ICollider2D collider2D, List collider2Ds, Action OnCollisionDetectedAction) { for (int i = 0; i < collider2Ds.Count; i++) { ICollider2D collider2DItem = collider2Ds[i]; if (collider2DItem == collider2D) continue; for (int y = 0; y < collider2DItem.Vertices.Count; y++) if (collider2D.CheckCollision(collider2DItem.Vertices[y])) OnCollisionDetectedAction?.Invoke(collider2D, collider2DItem); } } private void StepRigidBody(IRigidBody2D rigidBody, float intervalDeltaTime) { Vector2 nextPosition = rigidBody.Transform.Position; nextPosition += rigidBody.Velocity * intervalDeltaTime; rigidBody.Transform.Position = nextPosition; } 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); } }