/// <summary>
/// Destroy a fixture. This removes the fixture from the broad-phase and
/// destroys all contacts associated with this fixture. This will
/// automatically adjust the mass of the body if the body is dynamic and the
/// fixture has positive density.
/// All fixtures attached to a body are implicitly destroyed when the body is destroyed.
/// Warning: This function is locked during callbacks.
/// </summary>
/// <param name="fixture">The fixture to be removed.</param>
public void DestroyFixture(Fixture fixture)
{
Debug.Assert(World.IsLocked == false);
if (World.IsLocked)
{
return;
}
Debug.Assert(fixture.Body == this);
// Remove the fixture from this body's singly linked list.
Debug.Assert(FixtureList.Count > 0);
#if DEBUG
// You tried to remove a shape that is not attached to this body.
Debug.Assert(FixtureList.Contains(fixture));
#endif
// Destroy any contacts associated with the fixture.
ContactEdge edge = ContactList;
while (edge != null)
{
Contact c = edge.Contact;
edge = edge.Next;
Fixture fixtureA = c.FixtureA;
Fixture fixtureB = c.FixtureB;
if (fixture == fixtureA || fixture == fixtureB)
{
// This destroys the contact and removes it from
// this body's contact list.
World.ContactManager.Destroy(c);
}
}
if ((Flags & BodyFlags.Active) == BodyFlags.Active)
{
BroadPhase broadPhase = World.ContactManager.BroadPhase;
fixture.DestroyProxies(broadPhase);
}
FixtureList.Remove(fixture);
fixture.Destroy();
fixture.Body = null;
ResetMassData();
}