263 lines
		
	
	
		
			9.5 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			263 lines
		
	
	
		
			9.5 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using System.Collections.Generic;
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using Engine.Core;
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namespace Engine.Physics2D;
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public class PhysicsEngine2DStandalone : IPhysicsEngine2D
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{
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    public Event<IPhysicsEngine2D, float> OnPhysicsIteration { get; } = new();
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    public Event<IPhysicsEngine2D, float> OnPhysicsStep { get; } = new();
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    private readonly Event<IBehaviourController, IBehaviourController.BehaviourAddedArguments>.EventHandler delegateOnBehaviourAdded = null!;
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    private readonly Event<IBehaviourController, IBehaviourController.BehaviourRemovedArguments>.EventHandler delegateOnBehaviourRemoved = null!;
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    private readonly List<IRigidBody2D> rigidBodies = new(32);
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    private readonly List<ICollider2D> colliders = new(64);
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    private int _iterationCount = 1;
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    private readonly ICollisionDetector2D collisionDetector = null!;
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    private readonly ICollisionResolver2D collisionResolver = null!;
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    private readonly IRaycastResolver2D raycastResolver = null!;
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    private readonly ListPool<ICollider2D> colliderPool = new();
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    private readonly ListPool<IPrePhysicsUpdate> prePhysicsUpdatePool = new();
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    private readonly ListPool<IPhysicsUpdate> physicsUpdatePool = new();
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    private readonly ListPool<IPhysicsIteration> physicsIterationPool = new();
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    private readonly ListPool<IPostPhysicsUpdate> postPhysicsUpdatePool = new();
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    public int IterationPerStep { get => _iterationCount; set => _iterationCount = value < 1 ? 1 : value; }
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    public void AddRigidBody(IRigidBody2D rigidBody)
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    {
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        if (rigidBodies.Contains(rigidBody))
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            return;
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        rigidBodies.Add(rigidBody);
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        foreach (ICollider2D collider2D in rigidBody.BehaviourController.GetBehaviours<ICollider2D>())
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            colliders.Add(collider2D);
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        rigidBody.BehaviourController.OnBehaviourAdded.AddListener(delegateOnBehaviourAdded);
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        rigidBody.BehaviourController.OnBehaviourRemoved.AddListener(delegateOnBehaviourRemoved);
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    }
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    public void RemoveRigidBody(IRigidBody2D rigidBody)
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    {
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        rigidBodies.Remove(rigidBody);
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        rigidBody.BehaviourController.OnBehaviourAdded.RemoveListener(delegateOnBehaviourAdded);
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        rigidBody.BehaviourController.OnBehaviourRemoved.RemoveListener(delegateOnBehaviourRemoved);
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    }
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    public RaycastResult? Raycast(Ray2D ray, float length = float.MaxValue)
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    {
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        RaycastResult? closestResult = null;
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        float closestDistance = float.MaxValue;
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        for (int i = 0; i < colliders.Count; i++)
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            if (raycastResolver.RaycastAgainst(colliders[i], ray, length) is RaycastResult raycastResult)
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            {
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                float magnitudeSquared = raycastResult.Position.FromTo(ray.Origin).MagnitudeSquared;
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                if (magnitudeSquared > closestDistance)
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                    continue;
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                closestDistance = magnitudeSquared;
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                closestResult = raycastResult;
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            }
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        return closestResult;
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    }
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    public void Raycast(Ray2D ray, IList<RaycastResult> results, float length = float.MaxValue)
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    {
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        results.Clear();
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        for (int i = 0; i < colliders.Count; i++)
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            if (raycastResolver.RaycastAgainst(colliders[i], ray, length) is RaycastResult raycastResult)
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                results.Add(raycastResult);
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    }
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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 iterationIndex = 0; iterationIndex < IterationPerStep; iterationIndex++)
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        {
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            // Can Parallel
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            for (int i = rigidBodies.Count - 1; i >= 0; i--)
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                StepRigidBody(rigidBodies[i], intervalDeltaTime);
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            // Can Parallel
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            for (int i = colliders.Count - 1; i >= 0; i--)
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                colliders[i].Recalculate();
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            // Can Parallel
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            for (int x = 0; x < colliders.Count; x++)
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            {
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                ICollider2D? colliderX = colliders[x];
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                if (!colliderX.IsActive)
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                    continue;
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                for (int y = x + 1; y < colliders.Count; y++)
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                {
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                    ICollider2D? colliderY = colliders[y];
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                    if (!colliderY.IsActive)
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                        return;
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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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        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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        List<ICollider2D> childColliders = colliderPool.Get();
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        List<IPrePhysicsUpdate> physicsPreUpdates = prePhysicsUpdatePool.Get();
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        List<IPhysicsUpdate> physicsUpdates = physicsUpdatePool.Get();
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        List<IPhysicsIteration> physicsIterations = physicsIterationPool.Get();
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        List<IPostPhysicsUpdate> physicsPostUpdates = postPhysicsUpdatePool.Get();
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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(physicsIterations);
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        rigidBody.BehaviourController.GetBehavioursInChildren(physicsPostUpdates);
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        for (int i = physicsPreUpdates.Count - 1; i >= 0; i--)
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            physicsPreUpdates[i].PrePhysicsUpdate(deltaTime);
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        for (int i = physicsUpdates.Count - 1; i >= 0; i--)
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            physicsUpdates[i].PhysicsUpdate(deltaTime);
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        for (int iterationIndex = 0; iterationIndex < IterationPerStep; iterationIndex++)
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        {
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            for (int i = physicsIterations.Count - 1; i >= 0; i--)
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                physicsIterations[i].PhysicsIterate(intervalDeltaTime);
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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 < colliders.Count; y++)
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                {
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                    ICollider2D? colliderY = colliders[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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        for (int i = physicsPostUpdates.Count - 1; i >= 0; i--)
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            physicsPostUpdates[i].PostPhysicsUpdate(deltaTime);
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        colliderPool.Return(childColliders);
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        prePhysicsUpdatePool.Return(physicsPreUpdates);
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        physicsUpdatePool.Return(physicsUpdates);
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        physicsIterationPool.Return(physicsIterations);
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        postPhysicsUpdatePool.Return(physicsPostUpdates);
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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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    private void OnBehaviourAdded(IBehaviourController sender, IBehaviourController.BehaviourAddedArguments args)
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    {
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        if (args.BehaviourAdded is not ICollider2D collider2D)
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            return;
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        colliders.Add(collider2D);
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    }
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    private void OnBehaviourRemoved(IBehaviourController sender, IBehaviourController.BehaviourRemovedArguments args)
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    {
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        if (args.BehaviourRemoved is not ICollider2D collider2D)
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            return;
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        colliders.Remove(collider2D);
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    }
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    public PhysicsEngine2DStandalone()
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    {
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        collisionDetector = new CollisionDetector2D();
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        collisionResolver = new CollisionResolver2D();
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        raycastResolver = new RaycastResolver2D();
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        delegateOnBehaviourAdded = OnBehaviourAdded;
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        delegateOnBehaviourRemoved = OnBehaviourRemoved;
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    }
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    public PhysicsEngine2DStandalone(ICollisionDetector2D collisionDetector, ICollisionResolver2D collisionResolver, IRaycastResolver2D raycastResolver)
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    {
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        this.collisionDetector = collisionDetector;
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        this.collisionResolver = collisionResolver;
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        this.raycastResolver = raycastResolver;
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        delegateOnBehaviourAdded = OnBehaviourAdded;
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        delegateOnBehaviourRemoved = OnBehaviourRemoved;
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    }
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}
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