public TState CreateState() { var state = PoolClass <TState> .Spawn(); state.entityId = default; state.tick = default; return(state); }
public void Do(int iterationCounter) { // Sort circles based on the distance to center var instance = PoolClass <Circle.CirclesComparer> .Spawn(); instance.center = this.mPackingCenter; System.Array.Sort(this.circles.innerArray.arr, 0, this.circles.Count, instance); PoolClass <Circle.CirclesComparer> .Recycle(ref instance); for (int k = 0; k < iterationCounter; ++k) { var minSeparationSq = this.mMinSeparation * this.mMinSeparation; for (var i = 0; i < this.circles.Count - 1; i++) { for (var j = i + 1; j < this.circles.Count; j++) { if (i == j) { continue; } FLOAT2 AB = this.circles[j].mCenter - this.circles[i].mCenter; float r = this.circles[i].mRadius + this.circles[j].mRadius; // Length squared = (dx * dx) + (dy * dy); var d = AB.sqrMagnitude - minSeparationSq; float minSepSq = System.Math.Min(d, minSeparationSq); d -= minSepSq; if (d < r * r - 0.01f) { AB.Normalize(); AB *= (float)((r - System.Math.Sqrt(d)) * 0.5f); this.circles[j].mCenter += AB; this.circles[i].mCenter -= AB; } } } var damping = 0.1f / (float)iterationCounter; for (var i = 0; i < this.circles.Count; i++) { var v = this.circles[i].mCenter - this.mPackingCenter; v *= damping; this.circles[i].mCenter -= v; } } }
public void Register <TEntity>(ref Filter <TEntity> filterRef, bool freeze, bool restore) where TEntity : struct, IEntity { var code = WorldUtilities.GetKey <TEntity>(); var capacity = this.GetCapacity <TEntity>(code); if (filterRef == null) { filterRef = PoolClass <Filter <TEntity> > .Spawn(); filterRef.Initialize(capacity); filterRef.SetFreeze(freeze); } else { filterRef.SetFreeze(freeze); } if (freeze == false) { IList list; if (this.filtersCache.TryGetValue(code, out list) == true) { ((List <Filter <TEntity> >)list).Add(filterRef); } else { list = PoolList <Filter <TEntity> > .Spawn(capacity); ((List <Filter <TEntity> >)list).Add(filterRef); this.filtersCache.Add(code, list); } } if (restore == true) { // Update entities cache for (int i = 0; i < filterRef.Count; ++i) { var item = filterRef[i]; var list = PoolList <TEntity> .Spawn(capacity); list.Add(item); this.AddEntity(item, updateFilters: false); } this.UpdateFilters <TEntity>(code); } }
public void Register <TEntity>(ref Components <TEntity, TState> componentsRef, bool freeze, bool restore) where TEntity : struct, IEntity { var code = WorldUtilities.GetKey <TEntity>(); var capacity = 100; if (componentsRef == null) { componentsRef = PoolClass <Components <TEntity, TState> > .Spawn(); componentsRef.Initialize(capacity); componentsRef.SetFreeze(freeze); } else { componentsRef.SetFreeze(freeze); } if (freeze == false) { if (this.componentsCache.ContainsKey(code) == true) { this.componentsCache[code] = componentsRef; } else { this.componentsCache.Add(code, componentsRef); } } /*if (restore == true) { * * var data = componentsRef.GetData(); * foreach (var item in data) { * * var components = item.Value; * for (int i = 0, count = components.Count; i < count; ++i) { * * this.AddComponent<TEntity, IComponent<TState, TEntity>>(Entity.Create<TEntity>(item.Key), components[i]); * * } * * } * * }*/ }
public void Initialize(int capacity) { this.list = PoolRefList <Entity> .Spawn(capacity); this.archetypes = PoolClass <ArchetypeEntities> .Spawn(); }