Project290.Physics.Dynamics.Body.DestroyFixture C# (CSharp) 메소드

DestroyFixture() 공개 메소드

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.
public DestroyFixture ( Fixture fixture ) : void
fixture Fixture The fixture to be removed.
리턴 void
        public void DestroyFixture(Fixture fixture)
        {
            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 fixture that not present in the fixturelist.
            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.Enabled) == BodyFlags.Enabled)
            {
                BroadPhase broadPhase = World.ContactManager.BroadPhase;
                fixture.DestroyProxies(broadPhase);
            }

            FixtureList.Remove(fixture);
            fixture.Destroy();
            fixture.Body = null;

            ResetMassData();
        }

Usage Example

예제 #1
0
        private void Decompose()
        {
            //Unsubsribe from the PostSolve delegate
            _world.ContactManager.PostSolve -= PostSolve;

            for (int i = 0; i < Parts.Count; i++)
            {
                Fixture fixture = Parts[i];

                Shape shape = fixture.Shape.Clone();

                MainBody.DestroyFixture(fixture);

                Body body = BodyFactory.CreateBody(_world);
                body.BodyType = BodyType.Dynamic;
                body.Position = MainBody.Position;
                body.Rotation = MainBody.Rotation;

                body.CreateFixture(shape);

                body.AngularVelocity = _angularVelocitiesCache[i];
                body.LinearVelocity  = _velocitiesCache[i];
            }
        }