feat: IPhysicsIteration interface added

This commit is contained in:
Syntriax 2025-06-05 23:17:17 +03:00
parent c7f63dc638
commit f5fbd4e5ef
3 changed files with 43 additions and 14 deletions

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@ -0,0 +1,15 @@
using Syntriax.Engine.Core;
namespace Syntriax.Engine.Physics2D;
/// <summary>
/// Represents a <see cref="IBehaviour"/> that listens to physics simulation update phase.
/// </summary>
public interface IPhysicsIteration : IBehaviour
{
/// <summary>
/// Iterates the physics state of the object based on the elapsed time since the last iteration.
/// </summary>
/// <param name="delta">The time elapsed since the last physics iteration.</param>
void PhysicsIterate(float delta);
}

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@ -21,6 +21,7 @@ public class PhysicsEngine2D : Behaviour, IPhysicsEngine2D
private static Comparer<IBehaviour> SortByPriority() => Comparer<IBehaviour>.Create((x, y) => y.Priority.CompareTo(x.Priority));
protected ActiveBehaviourCollectorSorted<IPrePhysicsUpdate> physicsPreUpdateCollector = new() { SortBy = SortByPriority() };
protected ActiveBehaviourCollectorSorted<IPhysicsUpdate> physicsUpdateCollector = new() { SortBy = SortByPriority() };
protected ActiveBehaviourCollectorSorted<IPhysicsIteration> physicsIterationCollector = new() { SortBy = SortByPriority() };
protected ActiveBehaviourCollectorSorted<IPostPhysicsUpdate> physicsPostUpdateCollector = new() { SortBy = SortByPriority() };
protected BehaviourCollector<IRigidBody2D> rigidBodyCollector = new();
protected BehaviourCollector<ICollider2D> colliderCollector = new();
@ -40,6 +41,9 @@ public class PhysicsEngine2D : Behaviour, IPhysicsEngine2D
for (int iterationIndex = 0; iterationIndex < IterationPerStep; iterationIndex++)
{
for (int i = physicsIterationCollector.Count - 1; i >= 0; i--)
physicsIterationCollector[i].PhysicsIterate(intervalDeltaTime);
// Can Parallel
for (int i = rigidBodyCollector.Count - 1; i >= 0; i--)
StepRigidBody(rigidBodyCollector[i], intervalDeltaTime);
@ -82,21 +86,26 @@ public class PhysicsEngine2D : Behaviour, IPhysicsEngine2D
List<ICollider2D> childColliders = [];
List<IPrePhysicsUpdate> physicsPreUpdates = [];
List<IPhysicsUpdate> physicsUpdates = [];
List<IPhysicsIteration> physicsIterations = [];
List<IPostPhysicsUpdate> physicsPostUpdates = [];
rigidBody.BehaviourController.GetBehavioursInChildren(childColliders);
rigidBody.BehaviourController.GetBehavioursInChildren(physicsPreUpdates);
rigidBody.BehaviourController.GetBehavioursInChildren(physicsUpdates);
rigidBody.BehaviourController.GetBehavioursInChildren(physicsIterations);
rigidBody.BehaviourController.GetBehavioursInChildren(physicsPostUpdates);
foreach (IPrePhysicsUpdate physicsPreUpdate in physicsPreUpdates)
physicsPreUpdate.PrePhysicsUpdate(deltaTime);
for (int i = physicsPreUpdates.Count - 1; i >= 0; i--)
physicsPreUpdates[i].PrePhysicsUpdate(deltaTime);
foreach (IPhysicsUpdate physicsUpdate in physicsUpdates)
physicsUpdate.PhysicsUpdate(deltaTime);
for (int i = physicsUpdates.Count - 1; i >= 0; i--)
physicsUpdates[i].PhysicsUpdate(deltaTime);
for (int iterationIndex = 0; iterationIndex < IterationPerStep; iterationIndex++)
{
for (int i = physicsIterations.Count - 1; i >= 0; i--)
physicsIterations[i].PhysicsIterate(intervalDeltaTime);
StepRigidBody(rigidBody, intervalDeltaTime);
for (int i = childColliders.Count - 1; i >= 0; i--)
@ -120,8 +129,8 @@ public class PhysicsEngine2D : Behaviour, IPhysicsEngine2D
}
}
foreach (IPostPhysicsUpdate physicsPostUpdate in physicsPostUpdates)
physicsPostUpdate.PostPhysicsUpdate(deltaTime);
for (int i = physicsPostUpdates.Count - 1; i >= 0; i--)
physicsPostUpdates[i].PostPhysicsUpdate(deltaTime);
}
private void ResolveColliders(ICollider2D colliderX, ICollider2D colliderY)

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@ -86,25 +86,30 @@ public class PhysicsEngine2DStandalone : IPhysicsEngine2D
List<ICollider2D> childColliders = [];
List<IPrePhysicsUpdate> physicsPreUpdates = [];
List<IPhysicsUpdate> physicsUpdates = [];
List<IPhysicsIteration> physicsIterations = [];
List<IPostPhysicsUpdate> physicsPostUpdates = [];
rigidBody.BehaviourController.GetBehavioursInChildren(childColliders);
rigidBody.BehaviourController.GetBehavioursInChildren(physicsPreUpdates);
rigidBody.BehaviourController.GetBehavioursInChildren(physicsUpdates);
rigidBody.BehaviourController.GetBehavioursInChildren(physicsIterations);
rigidBody.BehaviourController.GetBehavioursInChildren(physicsPostUpdates);
foreach (IPrePhysicsUpdate physicsPreUpdate in physicsPreUpdates)
physicsPreUpdate.PrePhysicsUpdate(deltaTime);
for (int i = physicsPreUpdates.Count - 1; i >= 0; i--)
physicsPreUpdates[i].PrePhysicsUpdate(deltaTime);
foreach (IPhysicsUpdate physicsUpdate in physicsUpdates)
physicsUpdate.PhysicsUpdate(deltaTime);
for (int i = physicsUpdates.Count - 1; i >= 0; i--)
physicsUpdates[i].PhysicsUpdate(deltaTime);
for (int iterationIndex = 0; iterationIndex < IterationPerStep; iterationIndex++)
{
for (int i = physicsIterations.Count - 1; i >= 0; i--)
physicsIterations[i].PhysicsIterate(intervalDeltaTime);
StepRigidBody(rigidBody, intervalDeltaTime);
foreach (ICollider2D collider in childColliders)
collider.Recalculate();
for (int i = childColliders.Count - 1; i >= 0; i--)
childColliders[i].Recalculate();
for (int x = 0; x < childColliders.Count; x++)
{
@ -124,8 +129,8 @@ public class PhysicsEngine2DStandalone : IPhysicsEngine2D
}
}
foreach (IPostPhysicsUpdate physicsPostUpdate in physicsPostUpdates)
physicsPostUpdate.PostPhysicsUpdate(deltaTime);
for (int i = physicsPostUpdates.Count - 1; i >= 0; i--)
physicsPostUpdates[i].PostPhysicsUpdate(deltaTime);
}
private void ResolveColliders(ICollider2D colliderX, ICollider2D colliderY)