Syntriax.Engine/Engine.Physics2D/PhysicsEngine2D.cs

143 lines
4.8 KiB
C#

using System.Collections.Generic;
using Syntriax.Engine.Core.Abstract;
using Syntriax.Engine.Physics2D.Abstract;
namespace Syntriax.Engine.Physics2D;
public class PhysicsEngine2D : IPhysicsEngine2D
{
public event IPhysicsEngine2D.OnPhysicsIterationDelegate? OnPhysicsIteration = null;
public event IPhysicsEngine2D.OnPhysicsStepDelegate? OnPhysicsStep = null;
private readonly List<IRigidBody2D> rigidBodies = new(32);
private readonly List<ICollider2D> 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 (var collider2D in rigidBody.BehaviourController.GetBehaviours<ICollider2D>())
colliders.Add(collider2D);
rigidBody.BehaviourController.OnBehaviourAdded += OnBehaviourAdded;
rigidBody.BehaviourController.OnBehaviourRemoved += OnBehaviourRemoved;
}
public void RemoveRigidBody(IRigidBody2D rigidBody)
{
rigidBodies.Remove(rigidBody);
}
public void Step(float deltaTime)
{
float intervalDeltaTime = deltaTime / IterationPerStep;
for (int iterationIndex = 0; iterationIndex < IterationPerStep; iterationIndex++)
{
// Can Parallel
for (int i = 0; i < rigidBodies.Count; i++)
StepRigidBody(rigidBodies[i], intervalDeltaTime);
// Can Parallel
foreach (var collider in colliders)
collider.Recalculate();
// Can Parallel
for (int x = 0; x < colliders.Count; x++)
{
ICollider2D? colliderX = colliders[x];
if (!colliderX.IsActive)
return;
for (int y = x + 1; y < colliders.Count; y++)
{
ICollider2D? colliderY = colliders[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.Trigger(colliderY);
continue;
}
else if (colliderY.IsTrigger)
{
colliderY.Trigger(colliderY);
continue;
}
colliderX.Detect(information);
colliderY.Detect(information);
collisionResolver?.Resolve(information);
}
}
}
OnPhysicsIteration?.Invoke(this, intervalDeltaTime);
}
OnPhysicsStep?.Invoke(this, deltaTime);
}
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 controller, IBehaviour behaviour)
{
if (behaviour is not ICollider2D collider2D)
return;
colliders.Add(collider2D);
}
private void OnBehaviourRemoved(IBehaviourController controller, IBehaviour behaviour)
{
if (behaviour is not ICollider2D collider2D)
return;
colliders.Remove(collider2D);
}
public PhysicsEngine2D()
{
collisionDetector = new CollisionDetector2D();
collisionResolver = new CollisionResolver2D();
}
public PhysicsEngine2D(ICollisionDetector2D collisionDetector, ICollisionResolver2D collisionResolver)
{
this.collisionDetector = collisionDetector;
this.collisionResolver = collisionResolver;
}
}