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