using System; using Syntriax.Engine.Core; using Syntriax.Engine.Core.Abstract; using Syntriax.Engine.Physics2D.Abstract; namespace Syntriax.Engine.Physics2D; public class PhysicsEngine2DCacher : IPhysicsEngine2D, IAssignableGameManager { public Action? OnUnassigned { get; set; } = null; public Action? OnGameManagerAssigned { get; set; } = null; private int _iterationCount = 1; protected readonly ICollisionDetector2D collisionDetector = null!; protected readonly ICollisionResolver2D collisionResolver = null!; protected BehaviourCacher rigidBodyCacher = new(); protected BehaviourCacher colliderCacher = new(); public int IterationCount { get => _iterationCount; set => _iterationCount = value < 1 ? 1 : value; } public IGameManager GameManager { get; private set; } = null!; public void Step(float deltaTime) { float intervalDeltaTime = deltaTime / IterationCount; for (int iterationIndex = 0; iterationIndex < IterationCount; iterationIndex++) { // Can Parallel foreach (var rigidBody in rigidBodyCacher) StepRigidBody(rigidBody, intervalDeltaTime); // Can Parallel foreach (var collider in colliderCacher) collider.Recalculate(); // Can Parallel for (int x = 0; x < colliderCacher.Behaviours.Count; x++) { ICollider2D? colliderX = colliderCacher.Behaviours[x]; if (!colliderX.IsActive) return; for (int y = x + 1; y < colliderCacher.Behaviours.Count; y++) { ICollider2D? colliderY = colliderCacher.Behaviours[y]; if (!colliderY.IsActive) return; if (colliderX.RigidBody2D == colliderY.RigidBody2D) continue; bool bothCollidersAreTriggers = colliderX.IsTrigger && colliderX.IsTrigger == colliderY.IsTrigger; if (bothCollidersAreTriggers) continue; bool bothCollidersAreStatic = colliderX.RigidBody2D?.IsStatic ?? true && colliderX.RigidBody2D?.IsStatic == colliderY.RigidBody2D?.IsStatic; if (bothCollidersAreStatic) continue; if (collisionDetector.TryDetect(colliderX, colliderY, out CollisionDetectionInformation information)) { if (colliderX.IsTrigger) { colliderX.OnTriggered?.Invoke(colliderX, colliderY); continue; } else if (colliderY.IsTrigger) { colliderY.OnTriggered?.Invoke(colliderY, colliderY); continue; } colliderX.OnCollisionDetected?.Invoke(colliderX, information); colliderY.OnCollisionDetected?.Invoke(colliderY, 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; } public bool Assign(IGameManager gameManager) { if (GameManager is not null) return false; colliderCacher.Assign(gameManager); rigidBodyCacher.Assign(gameManager); GameManager = gameManager; OnGameManagerAssigned?.Invoke(this); return true; } public bool Unassign() { if (GameManager is null) return false; colliderCacher.Unassign(); rigidBodyCacher.Unassign(); GameManager = null!; OnUnassigned?.Invoke(this); return true; } public PhysicsEngine2DCacher() { collisionDetector = new CollisionDetector2D(); collisionResolver = new CollisionResolver2D(); } public PhysicsEngine2DCacher(IGameManager gameManager) { Assign(gameManager); collisionDetector = new CollisionDetector2D(); collisionResolver = new CollisionResolver2D(); } public PhysicsEngine2DCacher(IGameManager gameManager, ICollisionDetector2D collisionDetector, ICollisionResolver2D collisionResolver) { Assign(gameManager); this.collisionDetector = collisionDetector; this.collisionResolver = collisionResolver; } public PhysicsEngine2DCacher(ICollisionDetector2D collisionDetector, ICollisionResolver2D collisionResolver) { this.collisionDetector = collisionDetector; this.collisionResolver = collisionResolver; } }