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; }
public void Reset() { bool flag = this.clonedPhysics != null; if (flag) { foreach (RigidBodyClone current in this.clonedPhysics.Values) { current.Reset(); WorldClone.poolRigidBodyClone.GiveBack(current); } } bool flag2 = this.collisionIslands != null; if (flag2) { this.index = 0; this.length = this.collisionIslands.Count; while (this.index < this.length) { CollisionIslandClone collisionIslandClone = this.collisionIslands[this.index]; collisionIslandClone.Reset(); WorldClone.poolCollisionIslandClone.GiveBack(collisionIslandClone); this.index++; } } bool flag3 = this.cloneCollision != null; if (flag3) { this.cloneCollision.Reset(); } bool flag4 = this.clonedArbiters != null; if (flag4) { this.index = 0; this.length = this.clonedArbiters.Count; while (this.index < this.length) { ArbiterClone arbiterClone = this.clonedArbiters[this.index]; arbiterClone.Reset(); WorldClone.poolArbiterClone.GiveBack(arbiterClone); this.index++; } } bool flag5 = this.clonedArbitersTrigger != null; if (flag5) { this.index = 0; this.length = this.clonedArbitersTrigger.Count; while (this.index < this.length) { ArbiterClone arbiterClone2 = this.clonedArbitersTrigger[this.index]; arbiterClone2.Reset(); WorldClone.poolArbiterClone.GiveBack(arbiterClone2); this.index++; } } }
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(); }