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3 Commits
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832514ba7d
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b1970d93f9 |
@@ -1,6 +1,12 @@
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namespace Syntriax.Engine.Core;
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/// <summary>
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/// Represents a <see cref="IBehaviour"/> to be notified when the draw phase of the <see cref="IUniverse"/> occurs.
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/// </summary>
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public interface IDraw : IBehaviour
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{
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/// <summary>
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/// Calls draw logic for the <see cref="IBehaviour"/> to be displayed visually.
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/// </summary>
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void Draw();
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}
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@@ -1,6 +1,12 @@
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namespace Syntriax.Engine.Core;
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/// <summary>
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/// Represents a <see cref="IBehaviour"/> to be notified after the draw phase of the <see cref="IUniverse"/> occurs.
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/// </summary>
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public interface IPostDraw : IBehaviour
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{
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/// <summary>
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/// Updates the state of the <see cref="IBehaviour"/> after the main draw phase happens.
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/// </summary>
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void PostDraw();
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}
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@@ -1,6 +1,12 @@
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namespace Syntriax.Engine.Core;
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/// <summary>
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/// Represents a <see cref="IBehaviour"/> to be notified after the update phase of the <see cref="IUniverse"/> occurs.
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/// </summary>
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public interface IPostUpdate : IBehaviour
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{
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/// <summary>
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/// Updates the state of the <see cref="IBehaviour"/> after the main update phase happens.
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/// </summary>
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void PostUpdate();
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}
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@@ -1,6 +1,12 @@
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namespace Syntriax.Engine.Core;
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/// <summary>
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/// Represents a <see cref="IBehaviour"/> to be notified before the draw phase of the <see cref="IUniverse"/> occurs.
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/// </summary>
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public interface IPreDraw : IBehaviour
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{
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/// <summary>
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/// Updates the state of the <see cref="IBehaviour"/> before the main draw phase happens.
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/// </summary>
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void PreDraw();
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}
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@@ -1,6 +1,12 @@
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namespace Syntriax.Engine.Core;
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/// <summary>
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/// Represents a <see cref="IBehaviour"/> to be notified before the update phase of the <see cref="IUniverse"/> occurs.
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/// </summary>
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public interface IPreUpdate : IBehaviour
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{
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/// <summary>
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/// Updates the state of the <see cref="IBehaviour"/> before the main update phase happens.
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/// </summary>
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void PreUpdate();
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}
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@@ -1,6 +1,12 @@
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namespace Syntriax.Engine.Core;
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/// <summary>
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/// Represents a <see cref="IBehaviour"/> to be notified when the update phase of the <see cref="IUniverse"/> occurs.
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/// </summary>
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public interface IUpdate : IBehaviour
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{
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/// <summary>
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/// Updates the state of the <see cref="IBehaviour"/>.
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/// </summary>
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void Update();
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}
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@@ -3,9 +3,11 @@ namespace Syntriax.Engine.Core;
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public class DrawManager : UniverseObject
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{
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private readonly BehaviourCollector<IPreDraw> preDrawEntities = new();
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private readonly BehaviourCollector<IDraw> drawEntities = new();
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private readonly BehaviourCollector<IPostDraw> postDrawEntities = new();
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private static System.Comparison<IBehaviour> SortByPriority() => (x, y) => y.Priority.CompareTo(x.Priority);
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private readonly ActiveBehaviourCollectorSorted<IPreDraw> preDrawEntities = new() { SortBy = SortByPriority() };
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private readonly ActiveBehaviourCollectorSorted<IDraw> drawEntities = new() { SortBy = SortByPriority() };
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private readonly ActiveBehaviourCollectorSorted<IPostDraw> postDrawEntities = new() { SortBy = SortByPriority() };
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private void OnPreDraw(IUniverse sender)
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{
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@@ -5,10 +5,12 @@ namespace Syntriax.Engine.Core;
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public class UpdateManager : UniverseObject
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{
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private readonly BehaviourCollector<IFirstFrameUpdate> firstFrameUpdates = new();
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private readonly BehaviourCollector<IPreUpdate> preUpdateEntities = new();
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private readonly BehaviourCollector<IUpdate> updateEntities = new();
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private readonly BehaviourCollector<IPostUpdate> postUpdateEntities = new();
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private static System.Comparison<IBehaviour> SortByPriority() => (x, y) => y.Priority.CompareTo(x.Priority);
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private readonly ActiveBehaviourCollectorSorted<IFirstFrameUpdate> firstFrameUpdates = new() { SortBy = SortByPriority() };
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private readonly ActiveBehaviourCollectorSorted<IPreUpdate> preUpdateEntities = new() { SortBy = SortByPriority() };
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private readonly ActiveBehaviourCollectorSorted<IUpdate> updateEntities = new() { SortBy = SortByPriority() };
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private readonly ActiveBehaviourCollectorSorted<IPostUpdate> postUpdateEntities = new() { SortBy = SortByPriority() };
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private readonly List<IFirstFrameUpdate> toCallFirstFrameUpdates = [];
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15
Engine.Physics2D/Abstract/Updates/IPostPhysicsUpdate.cs
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15
Engine.Physics2D/Abstract/Updates/IPostPhysicsUpdate.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 the phase after the physics simulation phase.
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/// </summary>
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public interface IPostPhysicsUpdate : IBehaviour
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{
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/// <summary>
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/// Execute logic that should occur after the physics simulation has been updated.
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/// </summary>
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/// <param name="delta">The time elapsed since the last physics update, typically in seconds.</param>
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void PostPhysicsUpdate(float delta);
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}
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15
Engine.Physics2D/Abstract/Updates/IPrePhysicsUpdate.cs
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15
Engine.Physics2D/Abstract/Updates/IPrePhysicsUpdate.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 the phase before the physics simulation phase.
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/// </summary>
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public interface IPrePhysicsUpdate : IBehaviour
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{
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/// <summary>
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/// Execute logic that should occur before the physics simulation is updated.
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/// </summary>
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/// <param name="delta">The time elapsed since the last physics update, typically in seconds.</param>
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void PrePhysicsUpdate(float delta);
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}
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@@ -14,9 +14,12 @@ public class PhysicsEngine2D : UniverseObject, IPhysicsEngine2D
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protected readonly ICollisionDetector2D collisionDetector = null!;
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protected readonly ICollisionResolver2D collisionResolver = null!;
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private static System.Comparison<IBehaviour> SortByPriority() => (x, y) => y.Priority.CompareTo(x.Priority);
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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<IPostPhysicsUpdate> physicsPostUpdateCollector = new() { SortBy = SortByPriority() };
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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 float IterationPeriod { get => _iterationPeriod; set => _iterationPeriod = value.Max(0.0001f); }
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@@ -25,6 +28,12 @@ public class PhysicsEngine2D : UniverseObject, IPhysicsEngine2D
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{
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float intervalDeltaTime = deltaTime / IterationPerStep;
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foreach (IPrePhysicsUpdate physicsPreUpdate in physicsPreUpdateCollector)
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physicsPreUpdate.PrePhysicsUpdate(deltaTime);
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foreach (IPhysicsUpdate physicsUpdate in physicsUpdateCollector)
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physicsUpdate.PhysicsUpdate(deltaTime);
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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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@@ -92,8 +101,8 @@ public class PhysicsEngine2D : UniverseObject, IPhysicsEngine2D
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OnPhysicsIteration?.InvokeSafe(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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foreach (IPostPhysicsUpdate physicsPostUpdate in physicsPostUpdateCollector)
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physicsPostUpdate.PostPhysicsUpdate(deltaTime);
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OnPhysicsStep?.InvokeSafe(this, deltaTime);
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}
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@@ -109,7 +118,9 @@ public class PhysicsEngine2D : UniverseObject, IPhysicsEngine2D
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protected override void OnEnteringUniverse(IUniverse universe)
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{
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physicsPreUpdateCollector.Assign(universe);
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physicsUpdateCollector.Assign(universe);
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physicsPostUpdateCollector.Assign(universe);
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colliderCollector.Assign(universe);
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rigidBodyCollector.Assign(universe);
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@@ -118,7 +129,9 @@ public class PhysicsEngine2D : UniverseObject, IPhysicsEngine2D
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protected override void OnExitingUniverse(IUniverse universe)
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{
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physicsPreUpdateCollector.Unassign();
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physicsUpdateCollector.Unassign();
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physicsPostUpdateCollector.Unassign();
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colliderCollector.Unassign();
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rigidBodyCollector.Unassign();
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