refactor: updated PhysicsEngine2D to be plug & play
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@ -1,43 +1,27 @@
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using System.Collections.Generic;
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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 PhysicsEngine2D : IPhysicsEngine2D
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public class PhysicsEngine2D : HierarchyObject, IPhysicsEngine2D
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{
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public event IPhysicsEngine2D.PhysicsIterationEventHandler? OnPhysicsIteration = null;
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public event IPhysicsEngine2D.PhysicsStepEventHandler? OnPhysicsStep = null;
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private readonly List<IRigidBody2D> rigidBodies = new(32);
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private readonly List<ICollider2D> colliders = new(64);
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private float physicsTicker = 0f;
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private int _iterationPerStep = 1;
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private float _iterationPeriod = 1f / 60f;
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private int _iterationCount = 1;
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protected readonly ICollisionDetector2D collisionDetector = null!;
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protected readonly ICollisionResolver2D collisionResolver = null!;
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private readonly ICollisionDetector2D collisionDetector = null!;
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private 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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protected BehaviourCollector<IPhysicsUpdate> physicsUpdateCollector = new();
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public int IterationPerStep { 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 (ICollider2D 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 int IterationPerStep { get => _iterationPerStep; set => _iterationPerStep = value < 1 ? 1 : value; }
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public float IterationPeriod { get => _iterationPeriod; set => _iterationPeriod = value.Max(0.0001f); }
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public void Step(float deltaTime)
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{
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@ -46,23 +30,23 @@ public class PhysicsEngine2D : IPhysicsEngine2D
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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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for (int i = 0; i < rigidBodies.Count; i++)
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StepRigidBody(rigidBodies[i], intervalDeltaTime);
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foreach (IRigidBody2D rigidBody in rigidBodyCollector)
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StepRigidBody(rigidBody, intervalDeltaTime);
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// Can Parallel
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foreach (ICollider2D collider in colliders)
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foreach (ICollider2D collider in colliderCollector)
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collider.Recalculate();
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// Can Parallel
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for (int x = 0; x < colliders.Count; x++)
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for (int x = 0; x < colliderCollector.Behaviours.Count; x++)
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{
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ICollider2D? colliderX = colliders[x];
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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 < colliders.Count; y++)
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for (int y = x + 1; y < colliderCollector.Behaviours.Count; y++)
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{
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ICollider2D? colliderY = colliders[y];
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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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@ -106,8 +90,13 @@ public class PhysicsEngine2D : IPhysicsEngine2D
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}
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}
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}
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OnPhysicsIteration?.Invoke(this, intervalDeltaTime);
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}
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foreach (IPhysicsUpdate physicsUpdate in physicsUpdateCollector)
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physicsUpdate.PhysicsUpdate(deltaTime);
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OnPhysicsStep?.Invoke(this, deltaTime);
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}
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@ -120,20 +109,33 @@ public class PhysicsEngine2D : IPhysicsEngine2D
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rigidBody.Transform.Rotation += rigidBody.AngularVelocity * intervalDeltaTime;
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}
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private void OnBehaviourAdded(IBehaviourController controller, IBehaviour behaviour)
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protected override void OnEnteringHierarchy(IGameManager gameManager)
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{
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if (behaviour is not ICollider2D collider2D)
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return;
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physicsUpdateCollector.Assign(gameManager);
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colliderCollector.Assign(gameManager);
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rigidBodyCollector.Assign(gameManager);
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colliders.Add(collider2D);
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gameManager.OnPreUpdate += OnEnginePreUpdate;
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}
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private void OnBehaviourRemoved(IBehaviourController controller, IBehaviour behaviour)
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protected override void OnExitingHierarchy(IGameManager gameManager)
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{
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if (behaviour is not ICollider2D collider2D)
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return;
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physicsUpdateCollector.Unassign();
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colliderCollector.Unassign();
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rigidBodyCollector.Unassign();
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colliders.Remove(collider2D);
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gameManager.OnPreUpdate -= OnEnginePreUpdate;
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}
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private void OnEnginePreUpdate(IGameManager sender, EngineTime engineTime)
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{
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physicsTicker += engineTime.DeltaTime;
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while (physicsTicker >= IterationPeriod)
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{
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physicsTicker -= IterationPeriod;
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Step(physicsTicker);
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}
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}
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public PhysicsEngine2D()
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150
Engine.Physics2D/PhysicsEngine2DStandalone.cs
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150
Engine.Physics2D/PhysicsEngine2DStandalone.cs
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@ -0,0 +1,150 @@
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using System.Collections.Generic;
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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 PhysicsEngine2DStandalone : IPhysicsEngine2D
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{
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public event IPhysicsEngine2D.PhysicsIterationEventHandler? OnPhysicsIteration = null;
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public event IPhysicsEngine2D.PhysicsStepEventHandler? OnPhysicsStep = null;
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private readonly List<IRigidBody2D> rigidBodies = new(32);
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private readonly List<ICollider2D> colliders = new(64);
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private int _iterationCount = 1;
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private readonly ICollisionDetector2D collisionDetector = null!;
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private readonly ICollisionResolver2D collisionResolver = null!;
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public int IterationPerStep { 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 (ICollider2D 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 / 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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for (int i = 0; i < rigidBodies.Count; i++)
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StepRigidBody(rigidBodies[i], intervalDeltaTime);
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// Can Parallel
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foreach (ICollider2D collider in colliders)
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collider.Recalculate();
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// Can Parallel
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for (int x = 0; x < colliders.Count; x++)
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{
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ICollider2D? colliderX = colliders[x];
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if (!colliderX.IsActive)
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return;
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for (int y = x + 1; y < colliders.Count; y++)
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{
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ICollider2D? colliderY = colliders[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) && (colliderY.RigidBody2D?.IsStatic ?? true);
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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.Trigger(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.Trigger(colliderX);
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continue;
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}
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if (information.Detector == colliderX)
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{
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colliderX.Detect(information);
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colliderY.Detect(information.Reverse());
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}
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else
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{
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colliderX.Detect(information.Reverse());
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colliderY.Detect(information);
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}
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collisionResolver?.Resolve(information);
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}
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}
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}
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OnPhysicsIteration?.Invoke(this, intervalDeltaTime);
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}
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OnPhysicsStep?.Invoke(this, deltaTime);
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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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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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public PhysicsEngine2DStandalone()
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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 PhysicsEngine2DStandalone(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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