internal void CleanUp() { isActive = true; deactivationCandidateCount = 0; memberCount = 0; immediateParent = this; }
private SimulationIsland Merge(SimulationIsland s1, SimulationIsland s2) { //Pull the smaller island into the larger island and set all members //of the smaller island to refer to the new island. //The simulation islands can be null; a connection can be a kinematic entity, which has no simulation island. //'Merging' a null island with an island simply gets back the island. if (s1 == null) { //Should still activate the island, though. s2.IsActive = true; return(s2); } if (s2 == null) { //Should still activate the island, though. s1.IsActive = true; return(s1); } //Swap if needed so s1 is the bigger island if (s1.memberCount < s2.memberCount) { var biggerIsland = s2; s2 = s1; s1 = biggerIsland; } s1.IsActive = true; s2.immediateParent = s1; //This is a bit like a 'union by rank.' //But don't get confused- simulation islands are not a union find structure. //This parenting simply avoids the need for maintaining a list of members in each simulation island. //In the subsequent frame, the deactivation candidacy update will go through the parents and eat away //at the child simulation island. Then, in a later TryToDeactivate phase, the then-empty simulation island //will be removed. //The larger one survives. return(s1); }
///<summary> /// Adds a simulation island to a member. ///</summary> ///<param name="member">Member to gain a simulation island.</param> ///<exception cref="Exception">Thrown if the member already has a simulation island.</exception> public void AddSimulationIslandToMember(SimulationIslandMember member) { if (member.SimulationIsland != null) { throw new ArgumentException("Cannot initialize member's simulation island; it already has one."); } if (member.connections.Count > 0) { SimulationIsland island = null; //Find a simulation starting island to live in. for (int i = 0; i < member.connections.Count; i++) { for (int j = 0; j < member.connections.Elements[i].entries.Count; j++) { island = member.connections.Elements[i].entries.Elements[j].Member.SimulationIsland; if (island != null) { island.Add(member); break; } } if (island != null) { break; } } if (member.SimulationIsland == null) { //No non-null entries in any connections. That's weird. //Maybe it's connected to a bunch of kinematics, or maybe it's a vehicle-like situation //where the body is associated with a 'vehicle' connection which sometimes contains only the body. //No friends to merge with. SimulationIsland newIsland = islandPool.Take(); simulationIslands.Add(newIsland); newIsland.Add(member); return; } //Becoming dynamic adds a new path. //Merges must be attempted between its connected members. for (int i = 0; i < member.connections.Count; i++) { for (int j = 0; j < member.connections.Elements[i].entries.Count; j++) { if (member.connections.Elements[i].entries.Elements[j].Member == member) { continue; //Don't bother trying to compare against ourselves. That would cause an erroneous early-out sometimes. } SimulationIsland opposingIsland = member.connections.Elements[i].entries.Elements[j].Member.SimulationIsland; if (opposingIsland != null) { if (island != opposingIsland) { island = Merge(island, opposingIsland); } //All non-null simulation islands in a single connection are guaranteed to be the same island due to previous merges. //Once we find one, we can stop. break; } } } } else { //No friends to merge with. SimulationIsland newIsland = islandPool.Take(); simulationIslands.Add(newIsland); newIsland.Add(member); } }
///<summary> /// Strips a member of its simulation island. ///</summary> ///<param name="member">Member to be stripped.</param> public void RemoveSimulationIslandFromMember(SimulationIslandMember member) { //Becoming kinematic eliminates the member as a possible path. //Splits must be attempted between its connected members. //Don't need to split same-connection members. Splitting one non-null entry against a non null entry in each of the other connections will do the trick. if (member.simulationIsland != null) { //Note that this is using the most immediate simulation island. This is because the immediate simulation island //is the one who 'owns' the member; not the root parent. The root parent will own the member in the next frame //after the deactivation candidacy loop runs. SimulationIsland island = member.simulationIsland; island.Remove(member); if (island.memberCount == 0) { //Even though we appear to have connections, the island was only me! //We can stop now. //Note that we do NOT remove the island from the simulation islands list here. //That would take an O(n) search. Instead, orphan it and let the TryToDeactivate loop find it. return; } } if (member.connections.Count > 0) { for (int i = 0; i < member.connections.Count; i++) { //Find a member with a non-null island to represent connection i. SimulationIslandMember representativeA = null; for (int j = 0; j < member.connections.Elements[i].entries.Count; j++) { if (member.connections.Elements[i].entries.Elements[j].Member.SimulationIsland != null) { representativeA = member.connections.Elements[i].entries.Elements[j].Member; break; } } if (representativeA == null) { //There was no representative! That means it was a connection in which //no member had a simulation island. Consider removing a dynamic box from the space //while it sits on a kinematic box. Neither object has a simulation island. //In this case, simply try the next connection. continue; } //Activate the representative. This must be performed even if no split occurs; connected objects must be activated! representativeA.Activate(); //Split the representative against representatives from other connections. for (int j = i + 1; j < member.connections.Count; j++) { //Find a representative for another connection. SimulationIslandMember representativeB = null; for (int k = 0; k < member.connections.Elements[j].entries.Count; k++) { if (member.connections.Elements[j].entries.Elements[k].Member.SimulationIsland != null) { representativeB = member.connections.Elements[j].entries.Elements[k].Member; break; } } if (representativeB == null) { //There was no representative! Same idea as above. //Try the next connection. continue; } //Activate the representative. This must be performed even if no split occurs; connected objects must be activated! representativeB.Activate(); //Try to split the representatives. //Don't bother doing any deferring; this is a rare activity //and it's best just to do it up front. TryToSplit(representativeA, representativeB); } } } }
/// <summary> /// Tries to split connections between the two island members. /// </summary> /// <param name="member1">First island member.</param> /// <param name="member2">Second island member.</param> /// <returns>Whether a split operation was run. This does not mean a split was /// successful, just that the expensive test was performed.</returns> private bool TryToSplit(SimulationIslandMember member1, SimulationIslandMember member2) { //Can't split if they aren't even in the same island. //This also covers the case where the connection involves a kinematic entity that has no //simulation island at all. if (member1.SimulationIsland != member2.SimulationIsland || member1.SimulationIsland == null || member2.SimulationIsland == null) { return(false); } //By now, we know the members belong to the same island and are not null. //Start a BFS starting from each member. //Two-way can complete the search quicker. member1Friends.Enqueue(member1); member2Friends.Enqueue(member2); searchedMembers1.Add(member1); searchedMembers2.Add(member2); member1.searchState = SimulationIslandSearchState.OwnedByFirst; member2.searchState = SimulationIslandSearchState.OwnedBySecond; while (member1Friends.Count > 0 && member2Friends.Count > 0) { SimulationIslandMember currentNode = member1Friends.Dequeue(); for (int i = 0; i < currentNode.connections.Count; i++) { for (int j = 0; j < currentNode.connections.Elements[i].entries.Count; j++) { SimulationIslandMember connectedNode; if ((connectedNode = currentNode.connections.Elements[i].entries.Elements[j].Member) != currentNode && connectedNode.SimulationIsland != null) //The connection could be connected to something that isn't in the Space and has no island, or it's not dynamic. { switch (connectedNode.searchState) { case SimulationIslandSearchState.Unclaimed: //Found a new friend :) member1Friends.Enqueue(connectedNode); connectedNode.searchState = SimulationIslandSearchState.OwnedByFirst; searchedMembers1.Add(connectedNode); break; case SimulationIslandSearchState.OwnedBySecond: //Found our way to member2Friends set; cannot split! member1Friends.Clear(); member2Friends.Clear(); goto ResetSearchStates; } } } } currentNode = member2Friends.Dequeue(); for (int i = 0; i < currentNode.connections.Count; i++) { for (int j = 0; j < currentNode.connections.Elements[i].entries.Count; j++) { SimulationIslandMember connectedNode; if ((connectedNode = currentNode.connections.Elements[i].entries.Elements[j].Member) != currentNode && connectedNode.SimulationIsland != null) //The connection could be connected to something that isn't in the Space and has no island, or it's not dynamic. { switch (connectedNode.searchState) { case SimulationIslandSearchState.Unclaimed: //Found a new friend :) member2Friends.Enqueue(connectedNode); connectedNode.searchState = SimulationIslandSearchState.OwnedBySecond; searchedMembers2.Add(connectedNode); break; case SimulationIslandSearchState.OwnedByFirst: //Found our way to member1Friends set; cannot split! member1Friends.Clear(); member2Friends.Clear(); goto ResetSearchStates; } } } } } //If one of the queues empties out without finding anything, it means it's isolated. The other one will never find it. //Now we can do a split. Grab a new Island, fill it with the isolated search stuff. Remove the isolated search stuff from the old Island. SimulationIsland newIsland = islandPool.Take(); simulationIslands.Add(newIsland); if (member1Friends.Count == 0) { //Member 1 is isolated, give it its own simulation island! for (int i = 0; i < searchedMembers1.Count; i++) { searchedMembers1[i].simulationIsland.Remove(searchedMembers1[i]); newIsland.Add(searchedMembers1[i]); } member2Friends.Clear(); } else if (member2Friends.Count == 0) { //Member 2 is isolated, give it its own simulation island! for (int i = 0; i < searchedMembers2.Count; i++) { searchedMembers2[i].simulationIsland.Remove(searchedMembers2[i]); newIsland.Add(searchedMembers2[i]); } member1Friends.Clear(); } //Force the system awake. //Technically, the members should already be awake. //However, calling Activate on them resets the members' //deactivation candidacy timers. This prevents the island //from instantly going back to sleep, which could leave //objects hanging in mid-air. member1.Activate(); member2.Activate(); ResetSearchStates: for (int i = 0; i < searchedMembers1.Count; i++) { searchedMembers1[i].searchState = SimulationIslandSearchState.Unclaimed; } for (int i = 0; i < searchedMembers2.Count; i++) { searchedMembers2[i].searchState = SimulationIslandSearchState.Unclaimed; } searchedMembers1.Clear(); searchedMembers2.Clear(); return(true); }
void GiveBackIsland(SimulationIsland island) { island.CleanUp(); islandPool.GiveBack(island); }