feat: added IGameManager.OnPreUpdate event
This commit is contained in:
		@@ -8,14 +8,19 @@ namespace Syntriax.Engine.Core.Abstract;
 | 
			
		||||
public interface IGameManager : IEntity, IEnumerable<IHierarchyObject>
 | 
			
		||||
{
 | 
			
		||||
    /// <summary>
 | 
			
		||||
    /// Event triggered when <see cref="Update(double)"/> is called on the <see cref="IGameManager"/>.
 | 
			
		||||
    /// Event triggered when <see cref="Update(EngineTime)"/> is about to be called called on the <see cref="IGameManager"/>.
 | 
			
		||||
    /// </summary>
 | 
			
		||||
    event UpdateEventHandler? OnPreUpdate;
 | 
			
		||||
 | 
			
		||||
    /// <summary>
 | 
			
		||||
    /// Event triggered when <see cref="Update(EngineTime)"/> is called on the <see cref="IGameManager"/>.
 | 
			
		||||
    /// </summary>
 | 
			
		||||
    event UpdateEventHandler? OnUpdate;
 | 
			
		||||
 | 
			
		||||
    /// <summary>
 | 
			
		||||
    /// Event triggered when <see cref="PreDraw"/> is called on the <see cref="IGameManager"/>.
 | 
			
		||||
    /// </summary>
 | 
			
		||||
    event PreDawEventHandler? OnPreDraw;
 | 
			
		||||
    event PreDrawEventHandler? OnPreDraw;
 | 
			
		||||
 | 
			
		||||
    /// <summary>
 | 
			
		||||
    /// Event triggered when a <see cref="IHierarchyObject"/> is registered to the <see cref="IGameManager"/>.
 | 
			
		||||
@@ -69,7 +74,7 @@ public interface IGameManager : IEntity, IEnumerable<IHierarchyObject>
 | 
			
		||||
    void PreDraw();
 | 
			
		||||
 | 
			
		||||
    delegate void UpdateEventHandler(IGameManager sender, EngineTime engineTime);
 | 
			
		||||
    delegate void PreDawEventHandler(IGameManager sender);
 | 
			
		||||
    delegate void PreDrawEventHandler(IGameManager sender);
 | 
			
		||||
 | 
			
		||||
    delegate void HierarchyObjectRegisteredEventHandler(IGameManager sender, IHierarchyObject hierarchyObjectRegistered);
 | 
			
		||||
    delegate void HierarchyObjectUnRegisteredEventHandler(IGameManager sender, IHierarchyObject hierarchyObjectUnregistered);
 | 
			
		||||
 
 | 
			
		||||
@@ -10,8 +10,9 @@ namespace Syntriax.Engine.Core;
 | 
			
		||||
[System.Diagnostics.DebuggerDisplay("HierarchyObject Count: {_hierarchyObjects.Count}")]
 | 
			
		||||
public class GameManager : BaseEntity, IGameManager
 | 
			
		||||
{
 | 
			
		||||
    public event IGameManager.UpdateEventHandler? OnPreUpdate = null;
 | 
			
		||||
    public event IGameManager.UpdateEventHandler? OnUpdate = null;
 | 
			
		||||
    public event IGameManager.PreDawEventHandler? OnPreDraw = null;
 | 
			
		||||
    public event IGameManager.PreDrawEventHandler? OnPreDraw = null;
 | 
			
		||||
 | 
			
		||||
    public event IGameManager.HierarchyObjectRegisteredEventHandler? OnHierarchyObjectRegistered = null;
 | 
			
		||||
    public event IGameManager.HierarchyObjectUnRegisteredEventHandler? OnHierarchyObjectUnRegistered = null;
 | 
			
		||||
@@ -109,6 +110,8 @@ public class GameManager : BaseEntity, IGameManager
 | 
			
		||||
    {
 | 
			
		||||
        Time = engineTime;
 | 
			
		||||
 | 
			
		||||
        OnPreUpdate?.Invoke(this, engineTime);
 | 
			
		||||
 | 
			
		||||
        for (int i = 0; i < HierarchyObjects.Count; i++)
 | 
			
		||||
            HierarchyObjects[i].BehaviourController.Update();
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -1,133 +0,0 @@
 | 
			
		||||
using Syntriax.Engine.Core;
 | 
			
		||||
using Syntriax.Engine.Core.Abstract;
 | 
			
		||||
using Syntriax.Engine.Physics2D.Abstract;
 | 
			
		||||
 | 
			
		||||
namespace Syntriax.Engine.Physics2D;
 | 
			
		||||
 | 
			
		||||
public class PhysicsEngine2DCollector : HierarchyObject, IPhysicsEngine2D
 | 
			
		||||
{
 | 
			
		||||
    public event IPhysicsEngine2D.PhysicsIterationEventHandler? OnPhysicsIteration = null;
 | 
			
		||||
    public event IPhysicsEngine2D.PhysicsStepEventHandler? OnPhysicsStep = null;
 | 
			
		||||
 | 
			
		||||
    private int _iterationPerStep = 1;
 | 
			
		||||
 | 
			
		||||
    protected readonly ICollisionDetector2D collisionDetector = null!;
 | 
			
		||||
    protected readonly ICollisionResolver2D collisionResolver = null!;
 | 
			
		||||
 | 
			
		||||
    protected BehaviourCollector<IRigidBody2D> rigidBodyCollector = new();
 | 
			
		||||
    protected BehaviourCollector<ICollider2D> colliderCollector = new();
 | 
			
		||||
    protected BehaviourCollector<IPhysicsUpdate> physicsUpdateCollector = new();
 | 
			
		||||
 | 
			
		||||
    public int IterationPerStep { get => _iterationPerStep; set => _iterationPerStep = value < 1 ? 1 : value; }
 | 
			
		||||
 | 
			
		||||
    public void Step(float deltaTime)
 | 
			
		||||
    {
 | 
			
		||||
        float intervalDeltaTime = deltaTime / IterationPerStep;
 | 
			
		||||
 | 
			
		||||
        for (int iterationIndex = 0; iterationIndex < IterationPerStep; iterationIndex++)
 | 
			
		||||
        {
 | 
			
		||||
            // Can Parallel
 | 
			
		||||
            foreach (IRigidBody2D rigidBody in rigidBodyCollector)
 | 
			
		||||
                StepRigidBody(rigidBody, intervalDeltaTime);
 | 
			
		||||
 | 
			
		||||
            // Can Parallel
 | 
			
		||||
            foreach (ICollider2D collider in colliderCollector)
 | 
			
		||||
                collider.Recalculate();
 | 
			
		||||
 | 
			
		||||
            // Can Parallel
 | 
			
		||||
            for (int x = 0; x < colliderCollector.Behaviours.Count; x++)
 | 
			
		||||
            {
 | 
			
		||||
                ICollider2D? colliderX = colliderCollector.Behaviours[x];
 | 
			
		||||
                if (!colliderX.IsActive)
 | 
			
		||||
                    return;
 | 
			
		||||
 | 
			
		||||
                for (int y = x + 1; y < colliderCollector.Behaviours.Count; y++)
 | 
			
		||||
                {
 | 
			
		||||
                    ICollider2D? colliderY = colliderCollector.Behaviours[y];
 | 
			
		||||
 | 
			
		||||
                    if (!colliderY.IsActive)
 | 
			
		||||
                        return;
 | 
			
		||||
 | 
			
		||||
                    if (colliderX.RigidBody2D == colliderY.RigidBody2D)
 | 
			
		||||
                        continue;
 | 
			
		||||
 | 
			
		||||
                    bool bothCollidersAreTriggers = colliderX.IsTrigger && colliderX.IsTrigger == colliderY.IsTrigger;
 | 
			
		||||
                    if (bothCollidersAreTriggers)
 | 
			
		||||
                        continue;
 | 
			
		||||
 | 
			
		||||
                    bool bothCollidersAreStatic = (colliderX.RigidBody2D?.IsStatic ?? true) && (colliderY.RigidBody2D?.IsStatic ?? true);
 | 
			
		||||
                    if (bothCollidersAreStatic)
 | 
			
		||||
                        continue;
 | 
			
		||||
 | 
			
		||||
                    if (collisionDetector.TryDetect(colliderX, colliderY, out CollisionDetectionInformation information))
 | 
			
		||||
                    {
 | 
			
		||||
                        if (colliderX.IsTrigger)
 | 
			
		||||
                        {
 | 
			
		||||
                            colliderX.Trigger(colliderY);
 | 
			
		||||
                            continue;
 | 
			
		||||
                        }
 | 
			
		||||
                        else if (colliderY.IsTrigger)
 | 
			
		||||
                        {
 | 
			
		||||
                            colliderY.Trigger(colliderX);
 | 
			
		||||
                            continue;
 | 
			
		||||
                        }
 | 
			
		||||
 | 
			
		||||
                        if (information.Detector == colliderX)
 | 
			
		||||
                        {
 | 
			
		||||
                            colliderX.Detect(information);
 | 
			
		||||
                            colliderY.Detect(information.Reverse());
 | 
			
		||||
                        }
 | 
			
		||||
                        else
 | 
			
		||||
                        {
 | 
			
		||||
                            colliderX.Detect(information.Reverse());
 | 
			
		||||
                            colliderY.Detect(information);
 | 
			
		||||
                        }
 | 
			
		||||
 | 
			
		||||
                        collisionResolver?.Resolve(information);
 | 
			
		||||
                    }
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            OnPhysicsIteration?.Invoke(this, intervalDeltaTime);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        foreach (IPhysicsUpdate physicsUpdate in physicsUpdateCollector)
 | 
			
		||||
            physicsUpdate.PhysicsUpdate(deltaTime);
 | 
			
		||||
 | 
			
		||||
        OnPhysicsStep?.Invoke(this, deltaTime);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private static void StepRigidBody(IRigidBody2D rigidBody, float intervalDeltaTime)
 | 
			
		||||
    {
 | 
			
		||||
        if (rigidBody.IsStatic || !rigidBody.IsActive)
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        rigidBody.Transform.Position += rigidBody.Velocity * intervalDeltaTime;
 | 
			
		||||
        rigidBody.Transform.Rotation += rigidBody.AngularVelocity * intervalDeltaTime;
 | 
			
		||||
    }
 | 
			
		||||
    protected override void OnEnteringHierarchy(IGameManager gameManager)
 | 
			
		||||
    {
 | 
			
		||||
        physicsUpdateCollector.Assign(gameManager);
 | 
			
		||||
        colliderCollector.Assign(gameManager);
 | 
			
		||||
        rigidBodyCollector.Assign(gameManager);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    protected override void OnExitingHierarchy(IGameManager gameManager)
 | 
			
		||||
    {
 | 
			
		||||
        physicsUpdateCollector.Unassign();
 | 
			
		||||
        colliderCollector.Unassign();
 | 
			
		||||
        rigidBodyCollector.Unassign();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public PhysicsEngine2DCollector()
 | 
			
		||||
    {
 | 
			
		||||
        collisionDetector = new CollisionDetector2D();
 | 
			
		||||
        collisionResolver = new CollisionResolver2D();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public PhysicsEngine2DCollector(ICollisionDetector2D collisionDetector, ICollisionResolver2D collisionResolver)
 | 
			
		||||
    {
 | 
			
		||||
        this.collisionDetector = collisionDetector;
 | 
			
		||||
        this.collisionResolver = collisionResolver;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
		Reference in New Issue
	
	Block a user