/// <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.
/// </summary>
/// <param name="fixture">the fixture to be removed.</param>
/// <warning>This function is locked during callbacks.</warning>
public void DestroyFixture(Fixture fixture)
{
Debug.Assert(World.Locked == false);
if (World.Locked == true)
{
return;
}
Debug.Assert(fixture.Body == this);
// Remove the fixture from this body's singly linked list.
Debug.Assert(FixtureCount > 0);
Fixture node = FixtureList;
Fixture last = null; // java change
bool found = false;
while (node != null)
{
if (node == fixture)
{
node = fixture.Next;
found = true;
break;
}
last = node;
node = node.Next;
}
// You tried to remove a shape that is not attached to this body.
Debug.Assert(found);
// java change, remove it from the list
if (last == null)
{
FixtureList = fixture.Next;
}
else
{
last.Next = fixture.Next;
}
// 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 & TypeFlags.Active) == TypeFlags.Active)
{
BroadPhase broadPhase = World.ContactManager.BroadPhase;
fixture.DestroyProxies(broadPhase);
}
fixture.Destroy();
fixture.Body = null;
fixture.Next = null;
--FixtureCount;
// Reset the mass data.
ResetMassData();
}