Beispiel #1
0
        public void Reset()
        {
            var clonedPhysicsEnum = clonedPhysics.GetEnumerator();

            while (clonedPhysicsEnum.MoveNext())
            {
                BodyClone2D cl = clonedPhysicsEnum.Current.Value;

                cl.Reset();
                poolRigidBodyClone.GiveBack(cl);
            }

            for (index = 0, length = contactsClone.Count; index < length; index++)
            {
                ContactClone2D cl = contactsClone[index];

                poolContactClone.GiveBack(cl);
            }
        }
Beispiel #2
0
        public void Clone(IWorld iWorld, bool doChecksum)
        {
            Physics2D.World world = (Physics2D.World)iWorld;

            Reset();

            if (doChecksum)
            {
                checksum = ChecksumExtractor.GetEncodedChecksum();
            }

            clonedPhysics.Clear();
            for (index = 0, length = world.BodyList.Count; index < length; index++)
            {
                Physics2D.Body b = world.BodyList[index];

                BodyClone2D cloneB = poolRigidBodyClone.GetNew();
                cloneB.Clone(b);

                clonedPhysics.Add(b.BodyId, cloneB);
            }

            contactsClone.Clear();

            for (index = 0, length = world.ContactList.Count; index < length; index++)
            {
                Physics2D.Contact c = world.ContactList[index];

                ContactClone2D cClone = poolContactClone.GetNew();
                cClone.Clone(c);

                contactsClone.Add(cClone);
            }

            islandClone.Clone(world.Island);
            toiClone.Clone(world._input);
            dynamicTreeClone.Clone((Physics2D.DynamicTreeBroadPhase)world.ContactManager.BroadPhase);

            this._worldHasNewFixture = world._worldHasNewFixture;

            bodyCounter    = Physics2D.Body._bodyIdCounter;
            fixtureCounter = Physics2D.Fixture._fixtureIdCounter;
        }
Beispiel #3
0
        public void Restore(IWorld iWorld)
        {
            Physics2D.World world = (Physics2D.World)iWorld;

            bodiesToRemove.Clear();
            for (index = 0, length = world.BodyList.Count; index < length; index++)
            {
                Physics2D.Body rb = world.BodyList[index];

                if (!clonedPhysics.ContainsKey(rb.BodyId))
                {
                    bodiesToRemove.Add(rb);
                }
            }

            for (index = 0, length = bodiesToRemove.Count; index < length; index++)
            {
                Physics2D.Body rb = bodiesToRemove[index];

                world.RemoveBody(rb);
            }

            world.ProcessRemovedBodies();

            for (index = 0, length = world.BodyList.Count; index < length; index++)
            {
                Physics2D.Body rb = world.BodyList[index];

                if (clonedPhysics.ContainsKey(rb.BodyId))
                {
                    BodyClone2D rbClone = clonedPhysics[rb.BodyId];
                    rbClone.Restore(rb);
                }
            }

            for (index = 0, length = world.ContactList.Count; index < length; index++)
            {
                Physics2D.Contact c = world.ContactList[index];

                world._contactPool.Enqueue(c);
            }

            world.ContactList.Clear();

            contactDic.Clear();
            for (index = 0, length = contactsClone.Count; index < length; index++)
            {
                ContactClone2D cClone = contactsClone[index];

                Physics2D.Contact c = null;
                if (world._contactPool.Count > 0)
                {
                    c = world._contactPool.Dequeue();
                }
                else
                {
                    c = new Physics2D.Contact();
                }

                cClone.Restore(c);

                contactDic.Add(c.Key, c);

                world.ContactList.Add(c);
            }

            contactEdgeDic.Clear();
            for (index = 0, length = contactsClone.Count; index < length; index++)
            {
                ContactClone2D cClone = contactsClone[index];

                contactDic[cClone.Key]._nodeA = cClone._nodeA.Restore(false, contactDic, contactEdgeDic);
                contactDic[cClone.Key]._nodeB = cClone._nodeB.Restore(false, contactDic, contactEdgeDic);
            }

            for (index = 0, length = contactsClone.Count; index < length; index++)
            {
                ContactClone2D cClone = contactsClone[index];

                contactDic[cClone.Key]._nodeA = cClone._nodeA.Restore(true, contactDic, contactEdgeDic);
                contactDic[cClone.Key]._nodeB = cClone._nodeB.Restore(true, contactDic, contactEdgeDic);
            }

            for (index = 0, length = world.BodyList.Count; index < length; index++)
            {
                Physics2D.Body rb = world.BodyList[index];

                if (clonedPhysics.ContainsKey(rb.BodyId))
                {
                    BodyClone2D rbClone = clonedPhysics[rb.BodyId];

                    if (rbClone.contactEdgeClone != null)
                    {
                        rbClone.contactEdgeClone.Restore(false, contactDic, contactEdgeDic);
                    }
                    else
                    {
                        rb.ContactList = null;
                    }
                }
            }

            for (index = 0, length = world.BodyList.Count; index < length; index++)
            {
                Physics2D.Body rb = world.BodyList[index];

                if (clonedPhysics.ContainsKey(rb.BodyId))
                {
                    BodyClone2D rbClone = clonedPhysics[rb.BodyId];

                    if (rbClone.contactEdgeClone != null)
                    {
                        rb.ContactList = rbClone.contactEdgeClone.Restore(true, contactDic, contactEdgeDic);
                    }
                }
            }

            islandClone.Restore(world.Island, contactDic);
            toiClone.Restore(world._input);


            TreeNode <FixtureProxy>[] treeNodes = ((DynamicTreeBroadPhase)world.ContactManager.BroadPhase)._tree._nodes;
            for (index = 0, length = treeNodes.Length; index < length; index++)
            {
                TreeNode <FixtureProxy> tn = treeNodes[index];

                poolTreeFixtureProxy.GiveBack(tn);
            }

            dynamicTreeClone.Restore((DynamicTreeBroadPhase)world.ContactManager.BroadPhase);

            world._worldHasNewFixture = this._worldHasNewFixture;

            Body._bodyIdCounter       = bodyCounter;
            Fixture._fixtureIdCounter = fixtureCounter;
        }