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2335c3ec62
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2335c3ec62 | |||
30ccab1b93 | |||
f56d6a7fc8 |
@@ -31,10 +31,10 @@ public class ListPool<T> : IPool<List<T>>
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OnReturned?.Invoke(this, list);
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OnReturned?.Invoke(this, list);
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}
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}
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public ListPool(Func<List<T>> generator, int initialCapacity = 1)
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public ListPool(int initialListCount = 1, int initialListCapacity = 32)
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{
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{
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this.generator = generator;
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generator = () => new(initialListCapacity);
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for (int i = 0; i < initialCapacity; i++)
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for (int i = 0; i < initialListCount; i++)
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queue.Enqueue(generator());
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queue.Enqueue(generator());
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}
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}
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}
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}
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@@ -1,5 +1,10 @@
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namespace Syntriax.Engine.Core;
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namespace Syntriax.Engine.Core;
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/// <summary>
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/// Represents an infinite ray in 2D space.
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/// </summary>
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/// <param name="Origin">The <see cref="Vector2D"/> in 2D space where the ray starts from.</param>
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/// <param name="Direction">Normalized <see cref="Vector2D"/> indicating the ray's is direction.</param>
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public readonly struct Ray2D(Vector2D Origin, Vector2D Direction)
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public readonly struct Ray2D(Vector2D Origin, Vector2D Direction)
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{
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{
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/// <summary>
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/// <summary>
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@@ -25,11 +25,11 @@ public class PhysicsEngine2D : Behaviour, IPreUpdate, IPhysicsEngine2D
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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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private readonly ListPool<ICollider2D> colliderPool = new(() => new(32));
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private readonly ListPool<ICollider2D> colliderPool = new();
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private readonly ListPool<IPrePhysicsUpdate> prePhysicsUpdatePool = new(() => new(32));
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private readonly ListPool<IPrePhysicsUpdate> prePhysicsUpdatePool = new();
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private readonly ListPool<IPhysicsUpdate> physicsUpdatePool = new(() => new(32));
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private readonly ListPool<IPhysicsUpdate> physicsUpdatePool = new();
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private readonly ListPool<IPhysicsIteration> physicsIterationPool = new(() => new(32));
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private readonly ListPool<IPhysicsIteration> physicsIterationPool = new();
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private readonly ListPool<IPostPhysicsUpdate> postPhysicsUpdatePool = new(() => new(32));
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private readonly ListPool<IPostPhysicsUpdate> postPhysicsUpdatePool = new();
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public int IterationPerStep { get => _iterationPerStep; set => _iterationPerStep = value < 1 ? 1 : value; }
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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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public float IterationPeriod { get => _iterationPeriod; set => _iterationPeriod = value.Max(0.0001f); }
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@@ -21,6 +21,12 @@ public class PhysicsEngine2DStandalone : IPhysicsEngine2D
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private readonly ICollisionResolver2D collisionResolver = null!;
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private readonly ICollisionResolver2D collisionResolver = null!;
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private readonly IRaycastResolver2D raycastResolver = null!;
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private readonly IRaycastResolver2D raycastResolver = null!;
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private readonly ListPool<ICollider2D> colliderPool = new();
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private readonly ListPool<IPrePhysicsUpdate> prePhysicsUpdatePool = new();
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private readonly ListPool<IPhysicsUpdate> physicsUpdatePool = new();
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private readonly ListPool<IPhysicsIteration> physicsIterationPool = new();
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private readonly ListPool<IPostPhysicsUpdate> postPhysicsUpdatePool = new();
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public int IterationPerStep { get => _iterationCount; set => _iterationCount = value < 1 ? 1 : value; }
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public int IterationPerStep { get => _iterationCount; set => _iterationCount = value < 1 ? 1 : value; }
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public void AddRigidBody(IRigidBody2D rigidBody)
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public void AddRigidBody(IRigidBody2D rigidBody)
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@@ -112,11 +118,11 @@ public class PhysicsEngine2DStandalone : IPhysicsEngine2D
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{
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{
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float intervalDeltaTime = deltaTime / IterationPerStep;
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float intervalDeltaTime = deltaTime / IterationPerStep;
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List<ICollider2D> childColliders = [];
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List<ICollider2D> childColliders = colliderPool.Get();
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List<IPrePhysicsUpdate> physicsPreUpdates = [];
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List<IPrePhysicsUpdate> physicsPreUpdates = prePhysicsUpdatePool.Get();
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List<IPhysicsUpdate> physicsUpdates = [];
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List<IPhysicsUpdate> physicsUpdates = physicsUpdatePool.Get();
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List<IPhysicsIteration> physicsIterations = [];
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List<IPhysicsIteration> physicsIterations = physicsIterationPool.Get();
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List<IPostPhysicsUpdate> physicsPostUpdates = [];
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List<IPostPhysicsUpdate> physicsPostUpdates = postPhysicsUpdatePool.Get();
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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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@@ -160,6 +166,12 @@ public class PhysicsEngine2DStandalone : IPhysicsEngine2D
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for (int i = physicsPostUpdates.Count - 1; i >= 0; i--)
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for (int i = physicsPostUpdates.Count - 1; i >= 0; i--)
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physicsPostUpdates[i].PostPhysicsUpdate(deltaTime);
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physicsPostUpdates[i].PostPhysicsUpdate(deltaTime);
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colliderPool.Return(childColliders);
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prePhysicsUpdatePool.Return(physicsPreUpdates);
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physicsUpdatePool.Return(physicsUpdates);
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physicsIterationPool.Return(physicsIterations);
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postPhysicsUpdatePool.Return(physicsPostUpdates);
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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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@@ -6,7 +6,7 @@ namespace Syntriax.Engine.Physics2D;
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public class RaycastResolver2D : IRaycastResolver2D
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public class RaycastResolver2D : IRaycastResolver2D
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{
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{
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private readonly ListPool<Line2D> lineCacheQueue = new(() => new(4));
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private readonly ListPool<Line2D> lineCacheQueue = new(initialListCapacity: 4);
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RaycastResult? IRaycastResolver2D.RaycastAgainst<T>(T shape, Ray2D ray, float length)
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RaycastResult? IRaycastResolver2D.RaycastAgainst<T>(T shape, Ray2D ray, float length)
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{
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{
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