using Syntriax.Engine.Core; namespace Syntriax.Engine.Physics2D; public class PhysicsEngine2D : UniverseObject, IPhysicsEngine2D { public Event OnPhysicsIteration { get; } = new(); public Event OnPhysicsStep { get; } = new(); private readonly Event.EventHandler cachedOnPreUpdate = null!; private float physicsTicker = 0f; private int _iterationPerStep = 1; private float _iterationPeriod = 1f / 60f; protected readonly ICollisionDetector2D collisionDetector = null!; protected readonly ICollisionResolver2D collisionResolver = null!; private static System.Comparison SortByPriority() => (x, y) => y.Priority.CompareTo(x.Priority); protected ActiveBehaviourCollectorSorted physicsPreUpdateCollector = new() { SortBy = SortByPriority() }; protected ActiveBehaviourCollectorSorted physicsUpdateCollector = new() { SortBy = SortByPriority() }; protected ActiveBehaviourCollectorSorted physicsPostUpdateCollector = new() { SortBy = SortByPriority() }; protected BehaviourCollector rigidBodyCollector = new(); protected BehaviourCollector colliderCollector = new(); public int IterationPerStep { get => _iterationPerStep; set => _iterationPerStep = value < 1 ? 1 : value; } public float IterationPeriod { get => _iterationPeriod; set => _iterationPeriod = value.Max(0.0001f); } public void Step(float deltaTime) { float intervalDeltaTime = deltaTime / IterationPerStep; for (int i = physicsPreUpdateCollector.Count - 1; i >= 0; i--) physicsPreUpdateCollector[i].PrePhysicsUpdate(deltaTime); for (int i = physicsUpdateCollector.Count - 1; i >= 0; i--) physicsUpdateCollector[i].PhysicsUpdate(deltaTime); for (int iterationIndex = 0; iterationIndex < IterationPerStep; iterationIndex++) { // Can Parallel for (int i = rigidBodyCollector.Count - 1; i >= 0; i--) StepRigidBody(rigidBodyCollector[i], intervalDeltaTime); // Can Parallel for (int i = colliderCollector.Count - 1; i >= 0; i--) colliderCollector[i].Recalculate(); // Can Parallel for (int x = 0; x < colliderCollector.Count; x++) { ICollider2D? colliderX = colliderCollector[x]; if (!colliderX.IsActive) continue; for (int y = x + 1; y < colliderCollector.Count; y++) { ICollider2D? colliderY = colliderCollector[y]; if (!colliderY.IsActive) continue; ResolveColliders(colliderX, colliderY); } } OnPhysicsIteration?.Invoke(this, intervalDeltaTime); } for (int i = physicsPostUpdateCollector.Count - 1; i >= 0; i--) physicsPostUpdateCollector[i].PostPhysicsUpdate(deltaTime); OnPhysicsStep?.Invoke(this, deltaTime); } public void StepIndividual(IRigidBody2D rigidBody, float deltaTime) { float intervalDeltaTime = deltaTime / IterationPerStep; System.Collections.Generic.List childColliders = []; System.Collections.Generic.List physicsPreUpdates = []; System.Collections.Generic.List physicsUpdates = []; System.Collections.Generic.List physicsPostUpdates = []; rigidBody.BehaviourController.GetBehavioursInChildren(childColliders); rigidBody.BehaviourController.GetBehavioursInChildren(physicsPreUpdates); rigidBody.BehaviourController.GetBehavioursInChildren(physicsUpdates); rigidBody.BehaviourController.GetBehavioursInChildren(physicsPostUpdates); foreach (IPrePhysicsUpdate physicsPreUpdate in physicsPreUpdates) physicsPreUpdate.PrePhysicsUpdate(deltaTime); foreach (IPhysicsUpdate physicsUpdate in physicsUpdates) physicsUpdate.PhysicsUpdate(deltaTime); for (int iterationIndex = 0; iterationIndex < IterationPerStep; iterationIndex++) { StepRigidBody(rigidBody, intervalDeltaTime); for (int i = childColliders.Count - 1; i >= 0; i--) childColliders[i].Recalculate(); for (int x = 0; x < childColliders.Count; x++) { ICollider2D? colliderX = childColliders[x]; if (!colliderX.IsActive) continue; for (int y = 0; y < colliderCollector.Count; y++) { ICollider2D? colliderY = colliderCollector[y]; if (!colliderY.IsActive) continue; ResolveColliders(colliderX, colliderY); } } } foreach (IPostPhysicsUpdate physicsPostUpdate in physicsPostUpdates) physicsPostUpdate.PostPhysicsUpdate(deltaTime); } private void ResolveColliders(ICollider2D colliderX, ICollider2D colliderY) { if (colliderX.RigidBody2D == colliderY.RigidBody2D) return; bool bothCollidersAreTriggers = colliderX.IsTrigger && colliderX.IsTrigger == colliderY.IsTrigger; if (bothCollidersAreTriggers) return; bool bothCollidersAreStatic = (colliderX.RigidBody2D?.IsStatic ?? true) && (colliderY.RigidBody2D?.IsStatic ?? true); if (bothCollidersAreStatic) return; if (!collisionDetector.TryDetect(colliderX, colliderY, out CollisionDetectionInformation information)) return; if (colliderX.IsTrigger) { colliderX.Trigger(colliderY); return; } else if (colliderY.IsTrigger) { colliderY.Trigger(colliderX); return; } if (information.Detector == colliderX) { colliderX.Detect(information); colliderY.Detect(information.Reverse()); } else { colliderX.Detect(information.Reverse()); colliderY.Detect(information); } collisionResolver?.Resolve(information); } private static void StepRigidBody(IRigidBody2D rigidBody, float intervalDeltaTime) { if (rigidBody.IsStatic || !rigidBody.IsActive) return; rigidBody.Transform.Position += rigidBody.Velocity * intervalDeltaTime; rigidBody.Transform.Rotation += rigidBody.AngularVelocity * intervalDeltaTime; } protected override void OnEnteringUniverse(IUniverse universe) { physicsPreUpdateCollector.Assign(universe); physicsUpdateCollector.Assign(universe); physicsPostUpdateCollector.Assign(universe); colliderCollector.Assign(universe); rigidBodyCollector.Assign(universe); universe.OnPreUpdate.AddListener(OnEnginePreUpdate); } protected override void OnExitingUniverse(IUniverse universe) { physicsPreUpdateCollector.Unassign(); physicsUpdateCollector.Unassign(); physicsPostUpdateCollector.Unassign(); colliderCollector.Unassign(); rigidBodyCollector.Unassign(); universe.OnPreUpdate.RemoveListener(OnEnginePreUpdate); } private void OnEnginePreUpdate(IUniverse sender, IUniverse.UpdateArguments arguments) { physicsTicker += arguments.EngineTime.DeltaTime; while (physicsTicker >= IterationPeriod) { physicsTicker -= IterationPeriod; Step(IterationPeriod); } } public PhysicsEngine2D() { collisionDetector = new CollisionDetector2D(); collisionResolver = new CollisionResolver2D(); cachedOnPreUpdate = OnEnginePreUpdate; } public PhysicsEngine2D(ICollisionDetector2D collisionDetector, ICollisionResolver2D collisionResolver) { this.collisionDetector = collisionDetector; this.collisionResolver = collisionResolver; cachedOnPreUpdate = OnEnginePreUpdate; } }