示例#1
0
        public bool LoadSavedExport(UInt32 step)
        {
            if (step > _maxStep)
            {
                return(false);
            }

            if (step < _minStep)
            {
                return(false);
            }

            int index = CalculateExportIndex(step);

            PBodyExport2D export = bodyExports[index];

            linearVelocity  = export.linearVelocity;
            angularVelocity = export.angularVelocity;
            position        = export.position;
            angle           = export.angle;

            Parallel2D.UpdateBodyTransForm(this, position, angle);
            Parallel2D.UpdateBodyVelocity(this, linearVelocity, angularVelocity);

            return(true);
        }
示例#2
0
        public void SaveExport(UInt32 step)
        {
            if (step < _minStep)
            {
                _initialized = false;
            }

            if (!_initialized)
            {
                _maxStep     = step;
                _initialized = true;
                _maxIndex    = 0;
                _index       = 0;
            }

            if (step == _maxStep + 1 || _index == 0)
            {
                if (_index == _exportsCapacity)
                {
                    _index = 0;
                }

                PBodyExport2D export = bodyExports[_index];

                export.linearVelocity  = linearVelocity;
                export.angularVelocity = angularVelocity;
                export.position        = position;
                export.angle           = angle;

                bodyExports[_index] = export;

                _maxIndex = _index;
                _maxStep  = step;

                if (_maxStep - _minStep >= _exportsCapacity)
                {
                    _minStep = _maxStep - _exportsCapacity + 1;
                }

                _index++;
            }
            else
            {
                int index = CalculateExportIndex(step);
                _index = index;

                PBodyExport2D export = bodyExports[_index];

                export.linearVelocity  = linearVelocity;
                export.angularVelocity = angularVelocity;
                export.position        = position;
                export.angle           = angle;

                bodyExports[_index] = export;

                _maxIndex = _index;
                _maxStep  = step;

                _index++;
            }
        }