using System.Collections.Generic; using Syntriax.Engine.Core; namespace Syntriax.Engine.Physics2D; public class PhysicsEngine2DStandalone : IPhysicsEngine2D { public Event OnPhysicsIteration { get; } = new(); public Event OnPhysicsStep { get; } = new(); private readonly Event.EventHandler delegateOnBehaviourAdded = null!; private readonly Event.EventHandler delegateOnBehaviourRemoved = null!; private readonly List rigidBodies = new(32); private readonly List colliders = new(64); private int _iterationCount = 1; private readonly ICollisionDetector2D collisionDetector = null!; private readonly ICollisionResolver2D collisionResolver = null!; public int IterationPerStep { get => _iterationCount; set => _iterationCount = value < 1 ? 1 : value; } public void AddRigidBody(IRigidBody2D rigidBody) { if (rigidBodies.Contains(rigidBody)) return; rigidBodies.Add(rigidBody); foreach (ICollider2D collider2D in rigidBody.BehaviourController.GetBehaviours()) colliders.Add(collider2D); rigidBody.BehaviourController.OnBehaviourAdded.AddListener(delegateOnBehaviourAdded); rigidBody.BehaviourController.OnBehaviourRemoved.AddListener(delegateOnBehaviourRemoved); } public void RemoveRigidBody(IRigidBody2D rigidBody) { rigidBodies.Remove(rigidBody); rigidBody.BehaviourController.OnBehaviourAdded.RemoveListener(delegateOnBehaviourAdded); rigidBody.BehaviourController.OnBehaviourRemoved.RemoveListener(delegateOnBehaviourRemoved); } public void Step(float deltaTime) { float intervalDeltaTime = deltaTime / IterationPerStep; for (int iterationIndex = 0; iterationIndex < IterationPerStep; iterationIndex++) { // Can Parallel for (int i = rigidBodies.Count - 1; i >= 0; i--) StepRigidBody(rigidBodies[i], intervalDeltaTime); // Can Parallel for (int i = colliders.Count - 1; i >= 0; i--) colliders[i].Recalculate(); // Can Parallel for (int x = 0; x < colliders.Count; x++) { ICollider2D? colliderX = colliders[x]; if (!colliderX.IsActive) continue; for (int y = x + 1; y < colliders.Count; y++) { ICollider2D? colliderY = colliders[y]; if (!colliderY.IsActive) return; ResolveColliders(colliderX, colliderY); } } OnPhysicsIteration?.Invoke(this, intervalDeltaTime); } OnPhysicsStep?.Invoke(this, deltaTime); } public void StepIndividual(IRigidBody2D rigidBody, float deltaTime) { float intervalDeltaTime = deltaTime / IterationPerStep; List childColliders = []; List physicsPreUpdates = []; List physicsUpdates = []; 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); foreach (ICollider2D collider in childColliders) collider.Recalculate(); for (int x = 0; x < childColliders.Count; x++) { ICollider2D? colliderX = childColliders[x]; if (!colliderX.IsActive) continue; for (int y = 0; y < colliders.Count; y++) { ICollider2D? colliderY = colliders[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; } private void OnBehaviourAdded(IBehaviourController sender, IBehaviourController.BehaviourAddedArguments args) { if (args.BehaviourAdded is not ICollider2D collider2D) return; colliders.Add(collider2D); } private void OnBehaviourRemoved(IBehaviourController sender, IBehaviourController.BehaviourRemovedArguments args) { if (args.BehaviourRemoved is not ICollider2D collider2D) return; colliders.Remove(collider2D); } public PhysicsEngine2DStandalone() { collisionDetector = new CollisionDetector2D(); collisionResolver = new CollisionResolver2D(); delegateOnBehaviourAdded = OnBehaviourAdded; delegateOnBehaviourRemoved = OnBehaviourRemoved; } public PhysicsEngine2DStandalone(ICollisionDetector2D collisionDetector, ICollisionResolver2D collisionResolver) { this.collisionDetector = collisionDetector; this.collisionResolver = collisionResolver; delegateOnBehaviourAdded = OnBehaviourAdded; delegateOnBehaviourRemoved = OnBehaviourRemoved; } }