refactor: Renamed BehaviourCacher to BehaviourCollector
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150
Engine.Physics2D/PhysicsEngine2DCollector.cs
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150
Engine.Physics2D/PhysicsEngine2DCollector.cs
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using System;
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using Syntriax.Engine.Core;
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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 PhysicsEngine2DCollector : IPhysicsEngine2D, IAssignableGameManager
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{
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public Action<IAssignable>? OnUnassigned { get; set; } = null;
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public Action<IAssignableGameManager>? OnGameManagerAssigned { get; set; } = null;
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private int _iterationPerStep = 1;
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protected readonly ICollisionDetector2D collisionDetector = null!;
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protected readonly ICollisionResolver2D collisionResolver = null!;
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protected BehaviourCollector<IRigidBody2D> rigidBodyCollector = new();
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protected BehaviourCollector<ICollider2D> colliderCollector = new();
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public int IterationPerStep { get => _iterationPerStep; set => _iterationPerStep = value < 1 ? 1 : value; }
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public IGameManager GameManager { get; private set; } = null!;
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public void Step(float deltaTime)
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{
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float intervalDeltaTime = deltaTime / IterationPerStep;
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for (int iterationIndex = 0; iterationIndex < IterationPerStep; iterationIndex++)
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{
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// Can Parallel
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foreach (var rigidBody in rigidBodyCollector)
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StepRigidBody(rigidBody, intervalDeltaTime);
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// Can Parallel
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foreach (var collider in colliderCollector)
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collider.Recalculate();
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// Can Parallel
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for (int x = 0; x < colliderCollector.Behaviours.Count; x++)
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{
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ICollider2D? colliderX = colliderCollector.Behaviours[x];
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if (!colliderX.IsActive)
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return;
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for (int y = x + 1; y < colliderCollector.Behaviours.Count; y++)
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{
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ICollider2D? colliderY = colliderCollector.Behaviours[y];
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if (!colliderY.IsActive)
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return;
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if (colliderX.RigidBody2D == colliderY.RigidBody2D)
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continue;
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bool bothCollidersAreTriggers = colliderX.IsTrigger && colliderX.IsTrigger == colliderY.IsTrigger;
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if (bothCollidersAreTriggers)
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continue;
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bool bothCollidersAreStatic = colliderX.RigidBody2D?.IsStatic ?? true && colliderX.RigidBody2D?.IsStatic == colliderY.RigidBody2D?.IsStatic;
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if (bothCollidersAreStatic)
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continue;
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if (collisionDetector.TryDetect(colliderX, colliderY, out CollisionDetectionInformation information))
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{
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if (colliderX.IsTrigger)
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{
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colliderX.OnTriggered?.Invoke(colliderX, colliderY);
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continue;
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}
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else if (colliderY.IsTrigger)
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{
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colliderY.OnTriggered?.Invoke(colliderY, colliderY);
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continue;
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}
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colliderX.OnCollisionDetected?.Invoke(colliderX, information);
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colliderY.OnCollisionDetected?.Invoke(colliderY, information);
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collisionResolver?.Resolve(information);
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}
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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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if (rigidBody.IsStatic || !rigidBody.IsActive)
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return;
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rigidBody.Transform.Position += rigidBody.Velocity * intervalDeltaTime;
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rigidBody.Transform.Rotation += rigidBody.AngularVelocity * intervalDeltaTime;
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}
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public bool Assign(IGameManager gameManager)
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{
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if (GameManager is not null)
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return false;
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colliderCollector.Assign(gameManager);
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rigidBodyCollector.Assign(gameManager);
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GameManager = gameManager;
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OnGameManagerAssigned?.Invoke(this);
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return true;
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}
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public bool Unassign()
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{
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if (GameManager is null)
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return false;
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colliderCollector.Unassign();
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rigidBodyCollector.Unassign();
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GameManager = null!;
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OnUnassigned?.Invoke(this);
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return true;
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}
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public PhysicsEngine2DCollector()
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{
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collisionDetector = new CollisionDetector2D();
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collisionResolver = new CollisionResolver2D();
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}
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public PhysicsEngine2DCollector(IGameManager gameManager)
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{
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Assign(gameManager);
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collisionDetector = new CollisionDetector2D();
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collisionResolver = new CollisionResolver2D();
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}
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public PhysicsEngine2DCollector(IGameManager gameManager, ICollisionDetector2D collisionDetector, ICollisionResolver2D collisionResolver)
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{
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Assign(gameManager);
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this.collisionDetector = collisionDetector;
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this.collisionResolver = collisionResolver;
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}
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public PhysicsEngine2DCollector(ICollisionDetector2D collisionDetector, ICollisionResolver2D collisionResolver)
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{
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this.collisionDetector = collisionDetector;
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this.collisionResolver = collisionResolver;
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}
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}
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