feat: added IGameManager.OnPreUpdate event

This commit is contained in:
Syntriax 2025-04-08 20:29:53 +03:00
parent 61488aa0e5
commit f119a23d2b
3 changed files with 12 additions and 137 deletions

View File

@ -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);

View File

@ -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();

View File

@ -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;
}
}