feat: added IGameManager.OnPreUpdate event
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@ -8,14 +8,19 @@ namespace Syntriax.Engine.Core.Abstract;
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public interface IGameManager : IEntity, IEnumerable<IHierarchyObject>
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public interface IGameManager : IEntity, IEnumerable<IHierarchyObject>
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{
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{
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/// <summary>
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/// <summary>
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/// Event triggered when <see cref="Update(double)"/> is called on the <see cref="IGameManager"/>.
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/// Event triggered when <see cref="Update(EngineTime)"/> is about to be called called on the <see cref="IGameManager"/>.
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/// </summary>
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event UpdateEventHandler? OnPreUpdate;
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/// <summary>
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/// Event triggered when <see cref="Update(EngineTime)"/> is called on the <see cref="IGameManager"/>.
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/// </summary>
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/// </summary>
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event UpdateEventHandler? OnUpdate;
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event UpdateEventHandler? OnUpdate;
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/// <summary>
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/// <summary>
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/// Event triggered when <see cref="PreDraw"/> is called on the <see cref="IGameManager"/>.
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/// Event triggered when <see cref="PreDraw"/> is called on the <see cref="IGameManager"/>.
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/// </summary>
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/// </summary>
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event PreDawEventHandler? OnPreDraw;
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event PreDrawEventHandler? OnPreDraw;
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/// <summary>
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/// <summary>
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/// Event triggered when a <see cref="IHierarchyObject"/> is registered to the <see cref="IGameManager"/>.
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/// Event triggered when a <see cref="IHierarchyObject"/> is registered to the <see cref="IGameManager"/>.
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@ -69,7 +74,7 @@ public interface IGameManager : IEntity, IEnumerable<IHierarchyObject>
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void PreDraw();
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void PreDraw();
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delegate void UpdateEventHandler(IGameManager sender, EngineTime engineTime);
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delegate void UpdateEventHandler(IGameManager sender, EngineTime engineTime);
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delegate void PreDawEventHandler(IGameManager sender);
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delegate void PreDrawEventHandler(IGameManager sender);
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delegate void HierarchyObjectRegisteredEventHandler(IGameManager sender, IHierarchyObject hierarchyObjectRegistered);
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delegate void HierarchyObjectRegisteredEventHandler(IGameManager sender, IHierarchyObject hierarchyObjectRegistered);
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delegate void HierarchyObjectUnRegisteredEventHandler(IGameManager sender, IHierarchyObject hierarchyObjectUnregistered);
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delegate void HierarchyObjectUnRegisteredEventHandler(IGameManager sender, IHierarchyObject hierarchyObjectUnregistered);
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@ -10,8 +10,9 @@ namespace Syntriax.Engine.Core;
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[System.Diagnostics.DebuggerDisplay("HierarchyObject Count: {_hierarchyObjects.Count}")]
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[System.Diagnostics.DebuggerDisplay("HierarchyObject Count: {_hierarchyObjects.Count}")]
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public class GameManager : BaseEntity, IGameManager
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public class GameManager : BaseEntity, IGameManager
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{
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{
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public event IGameManager.UpdateEventHandler? OnPreUpdate = null;
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public event IGameManager.UpdateEventHandler? OnUpdate = null;
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public event IGameManager.UpdateEventHandler? OnUpdate = null;
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public event IGameManager.PreDawEventHandler? OnPreDraw = null;
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public event IGameManager.PreDrawEventHandler? OnPreDraw = null;
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public event IGameManager.HierarchyObjectRegisteredEventHandler? OnHierarchyObjectRegistered = null;
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public event IGameManager.HierarchyObjectRegisteredEventHandler? OnHierarchyObjectRegistered = null;
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public event IGameManager.HierarchyObjectUnRegisteredEventHandler? OnHierarchyObjectUnRegistered = null;
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public event IGameManager.HierarchyObjectUnRegisteredEventHandler? OnHierarchyObjectUnRegistered = null;
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@ -109,6 +110,8 @@ public class GameManager : BaseEntity, IGameManager
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{
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{
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Time = engineTime;
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Time = engineTime;
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OnPreUpdate?.Invoke(this, engineTime);
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for (int i = 0; i < HierarchyObjects.Count; i++)
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for (int i = 0; i < HierarchyObjects.Count; i++)
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HierarchyObjects[i].BehaviourController.Update();
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HierarchyObjects[i].BehaviourController.Update();
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@ -1,133 +0,0 @@
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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 : 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 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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protected BehaviourCollector<IPhysicsUpdate> physicsUpdateCollector = new();
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public int IterationPerStep { get => _iterationPerStep; set => _iterationPerStep = value < 1 ? 1 : value; }
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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 (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 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) && (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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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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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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protected override void OnEnteringHierarchy(IGameManager gameManager)
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{
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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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}
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protected override void OnExitingHierarchy(IGameManager gameManager)
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{
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physicsUpdateCollector.Unassign();
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colliderCollector.Unassign();
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rigidBodyCollector.Unassign();
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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(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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