Syntriax.Engine/Engine.Physics2D/PhysicsEngine2D.cs

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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;
private ICollisionDetector2D collisionDetector = new CollisionDetector2D();
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 = x + 1; y < colliders.Count; y++)
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{
ICollider2D? colliderY = colliders[y];
if (colliderX.RigidBody2D == colliderY.RigidBody2D)
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continue;
if (collisionDetector.TryDetect(colliderX, colliderY, out CollisionDetectionInformation information))
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{
colliderX.OnCollisionDetected?.Invoke(colliderX, information);
colliderY.OnCollisionDetected?.Invoke(colliderY, information);
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Vector2D displacementVector = information.Normal * information.Penetration;
bool isStaticLeft = information.Left.RigidBody2D?.IsStatic ?? true;
bool isStaticRight = information.Right.RigidBody2D?.IsStatic ?? true;
if (isStaticLeft && isStaticRight)
continue;
else if (isStaticLeft)
information.Right.Transform.Position += displacementVector;
else if (isStaticRight)
information.Left.Transform.Position -= displacementVector;
else
{
float leftMass = information.Left.RigidBody2D?.Mass ?? float.Epsilon;
float rightMass = information.Right.RigidBody2D?.Mass ?? float.Epsilon;
float massSum = leftMass + rightMass;
float leftMomentumPercentage = leftMass / massSum;
float rightMomentumPercentage = rightMass / massSum;
information.Right.Transform.Position += leftMomentumPercentage * displacementVector;
information.Left.Transform.Position -= rightMomentumPercentage * displacementVector;
}
information.Left.Recalculate();
information.Right.Recalculate();
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colliderX.OnCollisionResolved?.Invoke(colliderX, information);
colliderY.OnCollisionResolved?.Invoke(colliderY, information);
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}
}
}
}
}
private static void StepRigidBody(IRigidBody2D rigidBody, float intervalDeltaTime)
{
if (rigidBody.IsStatic)
return;
rigidBody.Transform.Position += rigidBody.Velocity * intervalDeltaTime;
rigidBody.Transform.Rotation += rigidBody.AngularVelocity * intervalDeltaTime;
}
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);
}
}