Syntriax.Engine/Engine.Physics2D/PhysicsEngine2D.cs

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using System;
using System.Collections.Generic;
using Syntriax.Engine.Core;
using Syntriax.Engine.Core.Abstract;
using Syntriax.Engine.Physics2D.Abstract;
namespace Syntriax.Engine.Physics2D;
public class PhysicsEngine2D : IPhysicsEngine2D
{
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private readonly List<IRigidBody2D> rigidBodies = new(32);
private readonly List<ICollider2D> colliders = new(64);
private int _iterationCount = 1;
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private ICollisionDetector collisionDetector = new CollisionDetector();
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 iterationIndex = 0; iterationIndex < IterationCount; iterationIndex++)
{
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// Can Parallel
for (int i = 0; i < rigidBodies.Count; i++)
StepRigidBody(rigidBodies[i], intervalDeltaTime);
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// Can Parallel
foreach (var collider in colliders)
collider.Recalculate();
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// Can Parallel
for (int x = 0; x < colliders.Count; x++)
{
ICollider2D? colliderX = colliders[x];
for (int y = 0; y < colliders.Count; y++)
{
ICollider2D? colliderY = colliders[y];
if (colliderX.RigidBody2D == colliderY.RigidBody2D && colliderY.RigidBody2D is null)
continue;
if (collisionDetector.TryDetect(colliderX, colliderY, out CollisionDetectionInformation? information))
{
information.Left.Transform.Position -= .5f * information.Normal * information.Penetration;
information.Right.Transform.Position += .5f * information.Normal * information.Penetration;
}
}
}
}
}
private static void StepRigidBody(IRigidBody2D rigidBody, float intervalDeltaTime)
{
rigidBody.Transform.Position += rigidBody.Velocity * intervalDeltaTime;
rigidBody.Transform.Rotation += rigidBody.AngularVelocity * intervalDeltaTime;
}
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private static void CacheRotations(List<IRigidBody2D> rigidBodies, List<float> rotations)
{
rotations.Clear();
for (int i = 0; i < rigidBodies.Count; i++)
rotations.Add(rigidBodies[i].Transform.Rotation);
}
private static void CachePositions(List<IRigidBody2D> rigidBodies, List<Vector2D> positions)
{
positions.Clear();
for (int i = 0; i < rigidBodies.Count; i++)
positions.Add(rigidBodies[i].Transform.Position);
}
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);
}
}