Esempio n. 1
0
        public void Clone(IWorld iWorld, bool doChecksum)
        {
            World world = (World)iWorld;

            this.Reset();
            if (doChecksum)
            {
                this.checksum = ChecksumExtractor.GetEncodedChecksum();
            }
            this.clonedPhysics.Clear();
            foreach (RigidBody rigidBody in world.RigidBodies)
            {
                RigidBodyClone @new = WorldClone.poolRigidBodyClone.GetNew();
                @new.Clone(rigidBody);
                this.clonedPhysics.Add(rigidBody.GetInstance(), @new);
            }
            this.clonedArbiters.Clear();
            foreach (Arbiter current in world.ArbiterMap.Arbiters)
            {
                ArbiterClone new2 = WorldClone.poolArbiterClone.GetNew();
                new2.Clone(current);
                this.clonedArbiters.Add(new2);
            }
            this.clonedArbitersTrigger.Clear();
            foreach (Arbiter current2 in world.ArbiterTriggerMap.Arbiters)
            {
                ArbiterClone new3 = WorldClone.poolArbiterClone.GetNew();
                new3.Clone(current2);
                this.clonedArbitersTrigger.Add(new3);
            }
            this.collisionIslands.Clear();
            this.index  = 0;
            this.length = world.islands.Count;
            while (this.index < this.length)
            {
                CollisionIsland      ci   = world.islands[this.index];
                CollisionIslandClone new4 = WorldClone.poolCollisionIslandClone.GetNew();
                new4.Clone(ci);
                this.collisionIslands.Add(new4);
                this.index++;
            }
            this.cloneCollision.Clone((CollisionSystemPersistentSAP)world.CollisionSystem);
            this.clonedInitialCollisions.Clear();
            this.clonedInitialCollisions.AddRange(world.initialCollisions);
            this.clonedInitialTriggers.Clear();
            this.clonedInitialTriggers.AddRange(world.initialTriggers);
            this.rigidBodyInstanceCount  = RigidBody.instanceCount;
            this.constraintInstanceCount = Constraint.instanceCount;
        }
Esempio n. 2
0
        public void Restore(IWorld iWorld)
        {
            World            world = (World)iWorld;
            List <RigidBody> list  = new List <RigidBody>();

            foreach (RigidBody rigidBody in world.RigidBodies)
            {
                bool flag = !this.clonedPhysics.ContainsKey(rigidBody.GetInstance());
                if (flag)
                {
                    list.Add(rigidBody);
                }
            }
            this.index  = 0;
            this.length = list.Count;
            while (this.index < this.length)
            {
                RigidBody body = list[this.index];
                world.RemoveBody(body);
                this.index++;
            }
            foreach (RigidBody rigidBody2 in world.RigidBodies)
            {
                bool flag2 = this.clonedPhysics.ContainsKey(rigidBody2.GetInstance());
                if (flag2)
                {
                    RigidBodyClone rigidBodyClone = this.clonedPhysics[rigidBody2.GetInstance()];
                    rigidBodyClone.Restore(world, rigidBody2);
                    rigidBody2.island = null;
                    rigidBody2.arbiters.Clear();
                    rigidBody2.arbitersTrigger.Clear();
                }
            }
            foreach (Arbiter current in world.ArbiterMap.Arbiters)
            {
                this.index  = 0;
                this.length = current.contactList.Count;
                while (this.index < this.length)
                {
                    Contact item = current.contactList[this.index];
                    this.contactsToGiveBack.Add(item);
                    this.index++;
                }
                this.arbiterToGiveBack.Add(current);
            }
            world.ArbiterMap.Clear();
            foreach (Arbiter current2 in world.ArbiterTriggerMap.Arbiters)
            {
                foreach (Contact current3 in current2.contactList)
                {
                    this.contactsToGiveBack.Add(current3);
                }
                this.arbiterToGiveBack.Add(current2);
            }
            world.ArbiterTriggerMap.Clear();
            this.index  = 0;
            this.length = world.islands.islands.Count;
            while (this.index < this.length)
            {
                CollisionIsland item2 = world.islands.islands[this.index];
                this.collisionIslandToGiveBack.Add(item2);
                this.index++;
            }
            this.index  = 0;
            this.length = this.clonedArbiters.Count;
            while (this.index < this.length)
            {
                ArbiterClone arbiterClone = this.clonedArbiters[this.index];
                Arbiter      @new         = Arbiter.Pool.GetNew();
                arbiterClone.Restore(@new);
                @new.body1.arbiters.Add(@new);
                @new.body2.arbiters.Add(@new);
                world.ArbiterMap.Add(new ArbiterKey(@new.body1, @new.body2), @new);
                this.index++;
            }
            this.index  = 0;
            this.length = this.clonedArbitersTrigger.Count;
            while (this.index < this.length)
            {
                ArbiterClone arbiterClone2 = this.clonedArbitersTrigger[this.index];
                Arbiter      new2          = Arbiter.Pool.GetNew();
                arbiterClone2.Restore(new2);
                new2.body1.arbitersTrigger.Add(new2);
                new2.body2.arbitersTrigger.Add(new2);
                world.ArbiterTriggerMap.Add(new ArbiterKey(new2.body1, new2.body2), new2);
                this.index++;
            }
            world.islands.islands.Clear();
            this.index  = 0;
            this.length = this.collisionIslands.Count;
            while (this.index < this.length)
            {
                CollisionIslandClone collisionIslandClone = this.collisionIslands[this.index];
                CollisionIsland      new3 = IslandManager.Pool.GetNew();
                collisionIslandClone.Restore(new3, world);
                world.islands.islands.Add(new3);
                this.index++;
            }
            this.cloneCollision.Restore((CollisionSystemPersistentSAP)world.CollisionSystem);
            world.initialCollisions.Clear();
            world.initialCollisions.AddRange(this.clonedInitialCollisions);
            world.initialTriggers.Clear();
            world.initialTriggers.AddRange(this.clonedInitialTriggers);
            RigidBody.instanceCount  = this.rigidBodyInstanceCount;
            Constraint.instanceCount = this.constraintInstanceCount;
            this.index  = 0;
            this.length = this.contactsToGiveBack.Count;
            while (this.index < this.length)
            {
                Contact obj = this.contactsToGiveBack[this.index];
                Contact.Pool.GiveBack(obj);
                this.index++;
            }
            this.contactsToGiveBack.Clear();
            this.index  = 0;
            this.length = this.arbiterToGiveBack.Count;
            while (this.index < this.length)
            {
                Arbiter obj2 = this.arbiterToGiveBack[this.index];
                Arbiter.Pool.GiveBack(obj2);
                this.index++;
            }
            this.arbiterToGiveBack.Clear();
            this.index  = 0;
            this.length = this.collisionIslandToGiveBack.Count;
            while (this.index < this.length)
            {
                CollisionIsland obj3 = this.collisionIslandToGiveBack[this.index];
                IslandManager.Pool.GiveBack(obj3);
                this.index++;
            }
            this.collisionIslandToGiveBack.Clear();
        }