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++; } }
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; }
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; }