public void Clone(CollisionIsland ci)
        {
            bodies.Clear();

            for (index = 0, length = ci.bodies.Count; index < length; index++)
            {
                bodies.Add(ci.bodies[index]);
            }

            arbiters.Clear();
            for (index = 0, length = ci.arbiter.Count; index < length; index++)
            {
                ArbiterClone arbiterClone = WorldClone.poolArbiterClone.GetNew();
                arbiterClone.Clone(ci.arbiter[index]);

                arbiters.Add(arbiterClone);
            }

            constraints.Clear();
            for (index = 0, length = ci.constraints.Count; index < length; index++)
            {
                constraints.Add(ci.constraints[index]);
            }
        }
Ejemplo n.º 2
0
        public void Clone(IWorld iWorld, bool doChecksum)
        {
            World world = (World)iWorld;

            Reset();

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

            clonedPhysics.Clear();

            foreach (RigidBody rb in world.RigidBodies)
            {
                RigidBodyClone rigidBodyClone = poolRigidBodyClone.GetNew();
                rigidBodyClone.Clone(rb);

                clonedPhysics.Add(rb.GetInstance(), rigidBodyClone);
            }

            clonedArbiters.Clear();
            foreach (Arbiter arb in world.ArbiterMap.Arbiters)
            {
                ArbiterClone arbiterClone = poolArbiterClone.GetNew();
                arbiterClone.Clone(arb);

                clonedArbiters.Add(arbiterClone);
            }

            clonedArbitersTrigger.Clear();
            foreach (Arbiter arb in world.ArbiterTriggerMap.Arbiters)
            {
                ArbiterClone arbiterClone = poolArbiterClone.GetNew();
                arbiterClone.Clone(arb);

                clonedArbitersTrigger.Add(arbiterClone);
            }

            collisionIslands.Clear();

            for (index = 0, length = world.islands.Count; index < length; index++)
            {
                CollisionIsland ci = world.islands[index];

                CollisionIslandClone collisionIslandClone = poolCollisionIslandClone.GetNew();
                collisionIslandClone.Clone(ci);

                collisionIslands.Add(collisionIslandClone);
            }

            cloneCollision.Clone((CollisionSystemPersistentSAP)world.CollisionSystem);

            clonedInitialCollisions.Clear();
            clonedInitialCollisions.AddRange(world.initialCollisions);

            clonedInitialTriggers.Clear();
            clonedInitialTriggers.AddRange(world.initialTriggers);

            rigidBodyInstanceCount  = RigidBody.instanceCount;
            constraintInstanceCount = Constraint.instanceCount;
        }