Esempio n. 1
0
            public void Swap(int[] bodies, int islandCount)
            {
                //Pick a body. Find all bodies of its type.
                //Put them all in the same spot, starting at the body with the lowest index.
                if (bodyIndex >= bodies.Length)
                {
                    bodyIndex = 0;
                }
                var bodyType    = bodies[bodyIndex];
                int lowestIndex = -1;

                QuickList <int, Array <int> > .Create(pool, 128, out var islandBodyIndices);

                for (int i = bodies.Length - 1; i >= 0; --i)
                {
                    if (bodies[i] == bodyType)
                    {
                        lowestIndex = i;
                        islandBodyIndices.Add(i, pool);
                    }
                }
                var baseIndex = Math.Min(bodies.Length - islandBodyIndices.Count, lowestIndex);

                Array.Sort(islandBodyIndices.Span.Memory, 0, islandBodyIndices.Count);
                for (int i = 0; i < islandBodyIndices.Count; ++i)
                {
                    IslandCacheConvergence.Swap(ref bodies[baseIndex + i], ref bodies[islandBodyIndices[i]]);
                }
                bodyIndex += islandBodyIndices.Count;
                islandBodyIndices.Dispose(pool);
            }
Esempio n. 2
0
            public void Swap(int[] bodies, int islandCount)
            {
                //Pick a body. Does it have any connections that are currently positioned to the right?
                //This will pointlessly shuffle all island neighbors to the right.
                //The goal here is just super simplicity.
                //(This is roughly equivalent to checking a body's connections, seeing if any are to the right, and if they are, pulling them to be a neighbor.
                //This is NOT a globally stable heuristic- even after it 'converges' it will continually reshuffle the elements within islands.
                //If you had full island information, you could grab only one and stick it onto the end of the currently gathered island set....)
                var nextIndex = (swapIndex + 1) % bodies.Length;

                for (int i = (nextIndex + 1) % bodies.Length; i < bodies.Length; ++i)
                {
                    if (bodies[i] == bodies[swapIndex])
                    {
                        IslandCacheConvergence.Swap(ref bodies[i], ref bodies[nextIndex]);
                        //Just do one.
                        break;
                    }
                }
                swapIndex = nextIndex;
            }