Engine-Pong/Game/Physics2D/PhysicsEngine2D.cs

81 lines
2.2 KiB
C#

using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Pong;
using Syntriax.Engine.Core;
using Syntriax.Engine.Core.Abstract;
using Syntriax.Engine.Graphics.TwoDimensional;
using Syntriax.Engine.Physics2D.Abstract;
namespace Syntriax.Engine.Physics2D;
public class PhysicsEngine2D : IPhysicsEngine2D
{
private IList<IRigidBody2D> rigidBodies = new List<IRigidBody2D>(32);
private IList<ICollider2D> colliders = new List<ICollider2D>(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<ICollider2D>())
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)
StepRigidBody(rigidBody, intervalDeltaTime);
foreach (var collider in colliders)
collider.RecalculateVertices();
}
}
private static 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);
}
}