Пример #1
0
 public void Reset()
 {
     foreach (BodyClone2D current in this.clonedPhysics.Values)
     {
         current.Reset();
         WorldClone2D.poolRigidBodyClone.GiveBack(current);
     }
     this.index  = 0;
     this.length = this.contactsClone.Count;
     while (this.index < this.length)
     {
         ContactClone2D obj = this.contactsClone[this.index];
         WorldClone2D.poolContactClone.GiveBack(obj);
         this.index++;
     }
 }
Пример #2
0
 public void Clone(IWorld iWorld, bool doChecksum)
 {
     TrueSync.Physics2D.World world = (TrueSync.Physics2D.World)iWorld;
     this.Reset();
     if (doChecksum)
     {
         this.checksum = ChecksumExtractor.GetEncodedChecksum();
     }
     this.clonedPhysics.Clear();
     this.index  = 0;
     this.length = world.BodyList.Count;
     while (this.index < this.length)
     {
         Body        body = world.BodyList[this.index];
         BodyClone2D @new = WorldClone2D.poolRigidBodyClone.GetNew();
         @new.Clone(body);
         this.clonedPhysics.Add(body.BodyId, @new);
         this.index++;
     }
     this.contactsClone.Clear();
     this.index  = 0;
     this.length = world.ContactList.Count;
     while (this.index < this.length)
     {
         TrueSync.Physics2D.Contact contact = world.ContactList[this.index];
         ContactClone2D             new2    = WorldClone2D.poolContactClone.GetNew();
         new2.Clone(contact);
         this.contactsClone.Add(new2);
         this.index++;
     }
     this.islandClone.Clone(world.Island);
     this.toiClone.Clone(world._input);
     this.dynamicTreeClone.Clone((DynamicTreeBroadPhase)world.ContactManager.BroadPhase);
     this._worldHasNewFixture = world._worldHasNewFixture;
     this.bodyCounter         = Body._bodyIdCounter;
     this.fixtureCounter      = Fixture._fixtureIdCounter;
 }
Пример #3
0
 public void Restore(IWorld iWorld)
 {
     TrueSync.Physics2D.World world = (TrueSync.Physics2D.World)iWorld;
     this.bodiesToRemove.Clear();
     this.index  = 0;
     this.length = world.BodyList.Count;
     while (this.index < this.length)
     {
         Body body = world.BodyList[this.index];
         bool flag = !this.clonedPhysics.ContainsKey(body.BodyId);
         if (flag)
         {
             this.bodiesToRemove.Add(body);
         }
         this.index++;
     }
     this.index  = 0;
     this.length = this.bodiesToRemove.Count;
     while (this.index < this.length)
     {
         Body body2 = this.bodiesToRemove[this.index];
         world.RemoveBody(body2);
         this.index++;
     }
     world.ProcessRemovedBodies();
     this.index  = 0;
     this.length = world.BodyList.Count;
     while (this.index < this.length)
     {
         Body body3 = world.BodyList[this.index];
         bool flag2 = this.clonedPhysics.ContainsKey(body3.BodyId);
         if (flag2)
         {
             BodyClone2D bodyClone2D = this.clonedPhysics[body3.BodyId];
             bodyClone2D.Restore(body3);
         }
         this.index++;
     }
     this.index  = 0;
     this.length = world.ContactList.Count;
     while (this.index < this.length)
     {
         TrueSync.Physics2D.Contact item = world.ContactList[this.index];
         world._contactPool.Enqueue(item);
         this.index++;
     }
     world.ContactList.Clear();
     this.contactDic.Clear();
     this.index  = 0;
     this.length = this.contactsClone.Count;
     while (this.index < this.length)
     {
         ContactClone2D             contactClone2D = this.contactsClone[this.index];
         bool                       flag3          = world._contactPool.Count > 0;
         TrueSync.Physics2D.Contact contact;
         if (flag3)
         {
             contact = world._contactPool.Dequeue();
         }
         else
         {
             contact = new TrueSync.Physics2D.Contact();
         }
         contactClone2D.Restore(contact);
         this.contactDic.Add(contact.Key, contact);
         world.ContactList.Add(contact);
         this.index++;
     }
     this.contactEdgeDic.Clear();
     this.index  = 0;
     this.length = this.contactsClone.Count;
     while (this.index < this.length)
     {
         ContactClone2D contactClone2D2 = this.contactsClone[this.index];
         this.contactDic[contactClone2D2.Key]._nodeA = contactClone2D2._nodeA.Restore(false, this.contactDic, this.contactEdgeDic);
         this.contactDic[contactClone2D2.Key]._nodeB = contactClone2D2._nodeB.Restore(false, this.contactDic, this.contactEdgeDic);
         this.index++;
     }
     this.index  = 0;
     this.length = this.contactsClone.Count;
     while (this.index < this.length)
     {
         ContactClone2D contactClone2D3 = this.contactsClone[this.index];
         this.contactDic[contactClone2D3.Key]._nodeA = contactClone2D3._nodeA.Restore(true, this.contactDic, this.contactEdgeDic);
         this.contactDic[contactClone2D3.Key]._nodeB = contactClone2D3._nodeB.Restore(true, this.contactDic, this.contactEdgeDic);
         this.index++;
     }
     this.index  = 0;
     this.length = world.BodyList.Count;
     while (this.index < this.length)
     {
         Body body4 = world.BodyList[this.index];
         bool flag4 = this.clonedPhysics.ContainsKey(body4.BodyId);
         if (flag4)
         {
             BodyClone2D bodyClone2D2 = this.clonedPhysics[body4.BodyId];
             bool        flag5        = bodyClone2D2.contactEdgeClone != null;
             if (flag5)
             {
                 bodyClone2D2.contactEdgeClone.Restore(false, this.contactDic, this.contactEdgeDic);
             }
             else
             {
                 body4.ContactList = null;
             }
         }
         this.index++;
     }
     this.index  = 0;
     this.length = world.BodyList.Count;
     while (this.index < this.length)
     {
         Body body5 = world.BodyList[this.index];
         bool flag6 = this.clonedPhysics.ContainsKey(body5.BodyId);
         if (flag6)
         {
             BodyClone2D bodyClone2D3 = this.clonedPhysics[body5.BodyId];
             bool        flag7        = bodyClone2D3.contactEdgeClone != null;
             if (flag7)
             {
                 body5.ContactList = bodyClone2D3.contactEdgeClone.Restore(true, this.contactDic, this.contactEdgeDic);
             }
         }
         this.index++;
     }
     this.islandClone.Restore(world.Island, this.contactDic);
     this.toiClone.Restore(world._input);
     TreeNode <FixtureProxy>[] nodes = ((DynamicTreeBroadPhase)world.ContactManager.BroadPhase)._tree._nodes;
     this.index  = 0;
     this.length = nodes.Length;
     while (this.index < this.length)
     {
         TreeNode <FixtureProxy> obj = nodes[this.index];
         WorldClone2D.poolTreeFixtureProxy.GiveBack(obj);
         this.index++;
     }
     this.dynamicTreeClone.Restore((DynamicTreeBroadPhase)world.ContactManager.BroadPhase);
     world._worldHasNewFixture = this._worldHasNewFixture;
     Body._bodyIdCounter       = this.bodyCounter;
     Fixture._fixtureIdCounter = this.fixtureCounter;
 }