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;
        }
Ejemplo n.º 3
0
        public void Restore(IWorld iWorld)
        {
            World world = (World)iWorld;

            List <RigidBody> bodiesToRemove = new List <RigidBody>();

            foreach (RigidBody rb in world.RigidBodies)
            {
                if (!clonedPhysics.ContainsKey(rb.GetInstance()))
                {
                    bodiesToRemove.Add(rb);
                }
            }

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

                world.RemoveBody(rb);
            }

            foreach (RigidBody rb in world.RigidBodies)
            {
                if (clonedPhysics.ContainsKey(rb.GetInstance()))
                {
                    RigidBodyClone rbClone = clonedPhysics[rb.GetInstance()];
                    rbClone.Restore(world, rb);

                    rb.island = null;
                    rb.arbiters.Clear();
                    rb.arbitersTrigger.Clear();
                }
            }

            foreach (Arbiter arb in world.ArbiterMap.Arbiters)
            {
                for (index = 0, length = arb.contactList.Count; index < length; index++)
                {
                    Contact c = arb.contactList[index];

                    contactsToGiveBack.Add(c);
                }
                arbiterToGiveBack.Add(arb);
            }
            world.ArbiterMap.Clear();

            foreach (Arbiter arb in world.ArbiterTriggerMap.Arbiters)
            {
                foreach (Contact c in arb.contactList)
                {
                    contactsToGiveBack.Add(c);
                }

                arbiterToGiveBack.Add(arb);
            }
            world.ArbiterTriggerMap.Clear();

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

                collisionIslandToGiveBack.Add(ci);
            }

            for (index = 0, length = clonedArbiters.Count; index < length; index++)
            {
                ArbiterClone arbC = clonedArbiters[index];

                Arbiter arbiter = Arbiter.Pool.GetNew();
                arbC.Restore(arbiter);

                arbiter.body1.arbiters.Add(arbiter);
                arbiter.body2.arbiters.Add(arbiter);

                world.ArbiterMap.Add(new ArbiterKey(arbiter.body1, arbiter.body2), arbiter);
            }

            for (index = 0, length = clonedArbitersTrigger.Count; index < length; index++)
            {
                ArbiterClone arbC = clonedArbitersTrigger[index];

                Arbiter arbiter = Arbiter.Pool.GetNew();
                arbC.Restore(arbiter);

                arbiter.body1.arbitersTrigger.Add(arbiter);
                arbiter.body2.arbitersTrigger.Add(arbiter);

                world.ArbiterTriggerMap.Add(new ArbiterKey(arbiter.body1, arbiter.body2), arbiter);
            }

            world.islands.islands.Clear();

            for (index = 0, length = collisionIslands.Count; index < length; index++)
            {
                CollisionIslandClone ci = collisionIslands[index];

                CollisionIsland collisionIsland = IslandManager.Pool.GetNew();
                ci.Restore(collisionIsland, world);

                world.islands.islands.Add(collisionIsland);
            }

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

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

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

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

            for (index = 0, length = contactsToGiveBack.Count; index < length; index++)
            {
                Contact obj = contactsToGiveBack[index];

                Contact.Pool.GiveBack(obj);
            }
            contactsToGiveBack.Clear();

            for (index = 0, length = arbiterToGiveBack.Count; index < length; index++)
            {
                Arbiter obj = arbiterToGiveBack[index];

                Arbiter.Pool.GiveBack(obj);
            }
            arbiterToGiveBack.Clear();

            for (index = 0, length = collisionIslandToGiveBack.Count; index < length; index++)
            {
                CollisionIsland obj = collisionIslandToGiveBack[index];

                IslandManager.Pool.GiveBack(obj);
            }
            collisionIslandToGiveBack.Clear();
        }