///<summary> /// Applies an impulse to the entity. ///</summary> ///<param name="location">Location to apply the impulse.</param> ///<param name="impulse">Impulse to apply.</param> public void ApplyImpulse(ref Vector3 location, ref Vector3 impulse) { if (isDynamic) { ApplyImpulseWithoutActivating(ref location, ref impulse); activityInformation.Activate(); } }
///<summary> /// Adds a simulation island member to the manager. ///</summary> ///<param name="simulationIslandMember">Member to add.</param> ///<exception cref="Exception">Thrown if the member already belongs to a manager.</exception> public void Add(SimulationIslandMember simulationIslandMember) { if (simulationIslandMember.DeactivationManager == null) { simulationIslandMember.Activate(); simulationIslandMember.DeactivationManager = this; simulationIslandMembers.Add(simulationIslandMember); if (simulationIslandMember.IsDynamic) { AddSimulationIslandToMember(simulationIslandMember); } else { RemoveSimulationIslandFromMember(simulationIslandMember); } } else { throw new ArgumentException("Cannot add that member to this DeactivationManager; it already belongs to a manager."); } }
///<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); }