feat: IPhysicsIteration interface added
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Engine.Physics2D/Abstract/Updates/IPhysicsIteration.cs
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15
Engine.Physics2D/Abstract/Updates/IPhysicsIteration.cs
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@ -0,0 +1,15 @@
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using Syntriax.Engine.Core;
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namespace Syntriax.Engine.Physics2D;
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/// <summary>
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/// Represents a <see cref="IBehaviour"/> that listens to physics simulation update phase.
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/// </summary>
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public interface IPhysicsIteration : IBehaviour
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{
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/// <summary>
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/// Iterates the physics state of the object based on the elapsed time since the last iteration.
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/// </summary>
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/// <param name="delta">The time elapsed since the last physics iteration.</param>
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void PhysicsIterate(float delta);
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}
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@ -21,6 +21,7 @@ public class PhysicsEngine2D : Behaviour, IPhysicsEngine2D
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private static Comparer<IBehaviour> SortByPriority() => Comparer<IBehaviour>.Create((x, y) => y.Priority.CompareTo(x.Priority));
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private static Comparer<IBehaviour> SortByPriority() => Comparer<IBehaviour>.Create((x, y) => y.Priority.CompareTo(x.Priority));
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protected ActiveBehaviourCollectorSorted<IPrePhysicsUpdate> physicsPreUpdateCollector = new() { SortBy = SortByPriority() };
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protected ActiveBehaviourCollectorSorted<IPrePhysicsUpdate> physicsPreUpdateCollector = new() { SortBy = SortByPriority() };
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protected ActiveBehaviourCollectorSorted<IPhysicsUpdate> physicsUpdateCollector = new() { SortBy = SortByPriority() };
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protected ActiveBehaviourCollectorSorted<IPhysicsUpdate> physicsUpdateCollector = new() { SortBy = SortByPriority() };
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protected ActiveBehaviourCollectorSorted<IPhysicsIteration> physicsIterationCollector = new() { SortBy = SortByPriority() };
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protected ActiveBehaviourCollectorSorted<IPostPhysicsUpdate> physicsPostUpdateCollector = new() { SortBy = SortByPriority() };
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protected ActiveBehaviourCollectorSorted<IPostPhysicsUpdate> physicsPostUpdateCollector = new() { SortBy = SortByPriority() };
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protected BehaviourCollector<IRigidBody2D> rigidBodyCollector = new();
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protected BehaviourCollector<IRigidBody2D> rigidBodyCollector = new();
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protected BehaviourCollector<ICollider2D> colliderCollector = new();
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protected BehaviourCollector<ICollider2D> colliderCollector = new();
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@ -40,6 +41,9 @@ public class PhysicsEngine2D : Behaviour, IPhysicsEngine2D
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for (int iterationIndex = 0; iterationIndex < IterationPerStep; iterationIndex++)
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for (int iterationIndex = 0; iterationIndex < IterationPerStep; iterationIndex++)
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{
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{
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for (int i = physicsIterationCollector.Count - 1; i >= 0; i--)
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physicsIterationCollector[i].PhysicsIterate(intervalDeltaTime);
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// Can Parallel
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// Can Parallel
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for (int i = rigidBodyCollector.Count - 1; i >= 0; i--)
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for (int i = rigidBodyCollector.Count - 1; i >= 0; i--)
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StepRigidBody(rigidBodyCollector[i], intervalDeltaTime);
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StepRigidBody(rigidBodyCollector[i], intervalDeltaTime);
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@ -82,21 +86,26 @@ public class PhysicsEngine2D : Behaviour, IPhysicsEngine2D
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List<ICollider2D> childColliders = [];
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List<ICollider2D> childColliders = [];
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List<IPrePhysicsUpdate> physicsPreUpdates = [];
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List<IPrePhysicsUpdate> physicsPreUpdates = [];
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List<IPhysicsUpdate> physicsUpdates = [];
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List<IPhysicsUpdate> physicsUpdates = [];
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List<IPhysicsIteration> physicsIterations = [];
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List<IPostPhysicsUpdate> physicsPostUpdates = [];
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List<IPostPhysicsUpdate> physicsPostUpdates = [];
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rigidBody.BehaviourController.GetBehavioursInChildren(childColliders);
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rigidBody.BehaviourController.GetBehavioursInChildren(childColliders);
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rigidBody.BehaviourController.GetBehavioursInChildren(physicsPreUpdates);
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rigidBody.BehaviourController.GetBehavioursInChildren(physicsPreUpdates);
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rigidBody.BehaviourController.GetBehavioursInChildren(physicsUpdates);
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rigidBody.BehaviourController.GetBehavioursInChildren(physicsUpdates);
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rigidBody.BehaviourController.GetBehavioursInChildren(physicsIterations);
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rigidBody.BehaviourController.GetBehavioursInChildren(physicsPostUpdates);
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rigidBody.BehaviourController.GetBehavioursInChildren(physicsPostUpdates);
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foreach (IPrePhysicsUpdate physicsPreUpdate in physicsPreUpdates)
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for (int i = physicsPreUpdates.Count - 1; i >= 0; i--)
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physicsPreUpdate.PrePhysicsUpdate(deltaTime);
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physicsPreUpdates[i].PrePhysicsUpdate(deltaTime);
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foreach (IPhysicsUpdate physicsUpdate in physicsUpdates)
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for (int i = physicsUpdates.Count - 1; i >= 0; i--)
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physicsUpdate.PhysicsUpdate(deltaTime);
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physicsUpdates[i].PhysicsUpdate(deltaTime);
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for (int iterationIndex = 0; iterationIndex < IterationPerStep; iterationIndex++)
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for (int iterationIndex = 0; iterationIndex < IterationPerStep; iterationIndex++)
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{
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{
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for (int i = physicsIterations.Count - 1; i >= 0; i--)
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physicsIterations[i].PhysicsIterate(intervalDeltaTime);
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StepRigidBody(rigidBody, intervalDeltaTime);
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StepRigidBody(rigidBody, intervalDeltaTime);
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for (int i = childColliders.Count - 1; i >= 0; i--)
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for (int i = childColliders.Count - 1; i >= 0; i--)
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@ -120,8 +129,8 @@ public class PhysicsEngine2D : Behaviour, IPhysicsEngine2D
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}
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}
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}
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}
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foreach (IPostPhysicsUpdate physicsPostUpdate in physicsPostUpdates)
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for (int i = physicsPostUpdates.Count - 1; i >= 0; i--)
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physicsPostUpdate.PostPhysicsUpdate(deltaTime);
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physicsPostUpdates[i].PostPhysicsUpdate(deltaTime);
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}
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}
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private void ResolveColliders(ICollider2D colliderX, ICollider2D colliderY)
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private void ResolveColliders(ICollider2D colliderX, ICollider2D colliderY)
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@ -86,25 +86,30 @@ public class PhysicsEngine2DStandalone : IPhysicsEngine2D
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List<ICollider2D> childColliders = [];
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List<ICollider2D> childColliders = [];
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List<IPrePhysicsUpdate> physicsPreUpdates = [];
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List<IPrePhysicsUpdate> physicsPreUpdates = [];
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List<IPhysicsUpdate> physicsUpdates = [];
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List<IPhysicsUpdate> physicsUpdates = [];
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List<IPhysicsIteration> physicsIterations = [];
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List<IPostPhysicsUpdate> physicsPostUpdates = [];
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List<IPostPhysicsUpdate> physicsPostUpdates = [];
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rigidBody.BehaviourController.GetBehavioursInChildren(childColliders);
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rigidBody.BehaviourController.GetBehavioursInChildren(childColliders);
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rigidBody.BehaviourController.GetBehavioursInChildren(physicsPreUpdates);
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rigidBody.BehaviourController.GetBehavioursInChildren(physicsPreUpdates);
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rigidBody.BehaviourController.GetBehavioursInChildren(physicsUpdates);
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rigidBody.BehaviourController.GetBehavioursInChildren(physicsUpdates);
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rigidBody.BehaviourController.GetBehavioursInChildren(physicsIterations);
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rigidBody.BehaviourController.GetBehavioursInChildren(physicsPostUpdates);
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rigidBody.BehaviourController.GetBehavioursInChildren(physicsPostUpdates);
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foreach (IPrePhysicsUpdate physicsPreUpdate in physicsPreUpdates)
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for (int i = physicsPreUpdates.Count - 1; i >= 0; i--)
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physicsPreUpdate.PrePhysicsUpdate(deltaTime);
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physicsPreUpdates[i].PrePhysicsUpdate(deltaTime);
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foreach (IPhysicsUpdate physicsUpdate in physicsUpdates)
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for (int i = physicsUpdates.Count - 1; i >= 0; i--)
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physicsUpdate.PhysicsUpdate(deltaTime);
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physicsUpdates[i].PhysicsUpdate(deltaTime);
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for (int iterationIndex = 0; iterationIndex < IterationPerStep; iterationIndex++)
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for (int iterationIndex = 0; iterationIndex < IterationPerStep; iterationIndex++)
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{
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{
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for (int i = physicsIterations.Count - 1; i >= 0; i--)
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physicsIterations[i].PhysicsIterate(intervalDeltaTime);
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StepRigidBody(rigidBody, intervalDeltaTime);
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StepRigidBody(rigidBody, intervalDeltaTime);
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foreach (ICollider2D collider in childColliders)
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for (int i = childColliders.Count - 1; i >= 0; i--)
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collider.Recalculate();
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childColliders[i].Recalculate();
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for (int x = 0; x < childColliders.Count; x++)
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for (int x = 0; x < childColliders.Count; x++)
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{
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{
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@ -124,8 +129,8 @@ public class PhysicsEngine2DStandalone : IPhysicsEngine2D
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}
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}
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}
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}
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foreach (IPostPhysicsUpdate physicsPostUpdate in physicsPostUpdates)
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for (int i = physicsPostUpdates.Count - 1; i >= 0; i--)
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physicsPostUpdate.PostPhysicsUpdate(deltaTime);
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physicsPostUpdates[i].PostPhysicsUpdate(deltaTime);
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}
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}
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private void ResolveColliders(ICollider2D colliderX, ICollider2D colliderY)
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private void ResolveColliders(ICollider2D colliderX, ICollider2D colliderY)
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