93 lines
2.6 KiB
C#
93 lines
2.6 KiB
C#
using System;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Pong;
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using Syntriax.Engine.Core;
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using Syntriax.Engine.Core.Abstract;
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using Syntriax.Engine.Graphics.TwoDimensional;
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using Syntriax.Engine.Physics2D.Abstract;
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namespace Syntriax.Engine.Physics2D;
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public class PhysicsEngine2D : IPhysicsEngine2D
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{
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private IList<IRigidBody2D> rigidBodies = new List<IRigidBody2D>(32);
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private IList<ICollider2D> colliders = new List<ICollider2D>(64);
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private int _iterationCount = 1;
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public int IterationCount { get => _iterationCount; set => _iterationCount = value < 1 ? 1 : value; }
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public void AddRigidBody(IRigidBody2D rigidBody)
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{
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if (rigidBodies.Contains(rigidBody))
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return;
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rigidBodies.Add(rigidBody);
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foreach (var collider2D in rigidBody.BehaviourController.GetBehaviours<ICollider2D>())
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colliders.Add(collider2D);
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rigidBody.BehaviourController.OnBehaviourAdded += OnBehaviourAdded;
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rigidBody.BehaviourController.OnBehaviourRemoved += OnBehaviourRemoved;
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}
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public void RemoveRigidBody(IRigidBody2D rigidBody)
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{
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rigidBodies.Remove(rigidBody);
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}
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public void Step(float deltaTime)
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{
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float intervalDeltaTime = deltaTime / IterationCount;
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for (int iterationIndex = 0; iterationIndex < IterationCount; iterationIndex++)
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{
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foreach (var rigidBody in rigidBodies)
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StepRigidBody(rigidBody, intervalDeltaTime);
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foreach (var collider in colliders)
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collider.Recalculate();
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for (int ix = colliders.Count - 1; ix >= 0; ix--)
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{
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ICollider2D colliderX = colliders[ix];
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for (int iy = colliders.Count - 1; iy >= ix + 1; iy--)
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{
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ICollider2D colliderY = colliders[iy];
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}
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}
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}
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}
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private static void StepRigidBody(IRigidBody2D rigidBody, float intervalDeltaTime)
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{
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Vector2 nextPosition = rigidBody.Transform.Position;
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nextPosition += rigidBody.Velocity * intervalDeltaTime;
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rigidBody.Transform.Position = nextPosition;
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}
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private void OnBehaviourAdded(IBehaviourController controller, IBehaviour behaviour)
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{
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if (behaviour is not ICollider2D collider2D)
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return;
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colliders.Add(collider2D);
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}
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private void OnBehaviourRemoved(IBehaviourController controller, IBehaviour behaviour)
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{
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if (behaviour is not ICollider2D collider2D)
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return;
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colliders.Remove(collider2D);
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}
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}
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