115 lines
4.0 KiB
C#
115 lines
4.0 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 Syntriax.Engine.Core.Abstract;
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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 List<IRigidBody2D> rigidBodies = new List<IRigidBody2D>(32);
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private List<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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// List<IGameObject> gameObjects = new List<IGameObject>();
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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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// 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) =>
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{
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if (c1.RigidBody2D is IRigidBody2D c1RigidBody) { c1RigidBody.Velocity = -c1RigidBody.Velocity; StepRigidBody(c1RigidBody, intervalDeltaTime); c1.Recalculate(); }
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if (c2.RigidBody2D is IRigidBody2D c2RigidBody) { c2RigidBody.Velocity = -c2RigidBody.Velocity; StepRigidBody(c2RigidBody, intervalDeltaTime); c2.Recalculate(); }
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});
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}
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}
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private void CheckCollisions(ICollider2D collider2D, List<ICollider2D> collider2Ds, Action<ICollider2D, ICollider2D> OnCollisionDetectedAction)
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{
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for (int i = 0; i < collider2Ds.Count; i++)
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{
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ICollider2D collider2DItem = collider2Ds[i];
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if (collider2DItem == collider2D)
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continue;
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for (int y = 0; y < collider2DItem.Vertices.Count; y++)
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if (collider2D.CheckCollision(collider2DItem.Vertices[y]))
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OnCollisionDetectedAction?.Invoke(collider2D, collider2DItem);
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}
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}
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private 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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