Box2DX.Dynamics.Joint.Destroy C# (CSharp) Method

Destroy() static private method

static private Destroy ( Joint joint ) : void
joint Joint
return void
		internal static void Destroy(Joint joint)
		{
			joint = null;
		}

Usage Example

示例#1
0
文件: World.cs 项目: vb0067/LGame
        /// <summary>
        /// Destroy a joint. This may cause the connected bodies to begin colliding.
        /// @warning This function is locked during callbacks.
        /// </summary>
        /// <param name="j"></param>
        public void DestroyJoint(Joint j)
        {
            Box2DXDebug.Assert(IsLocked() == false);
            if (IsLocked())
            {
                return;
            }

            bool collideConnected = j._collideConnected;

            // Remove from the doubly linked list.
            if (j._prev != null)
            {
                j._prev._next = j._next;
            }

            if (j._next != null)
            {
                j._next._prev = j._prev;
            }

            if (j == _jointList)
            {
                _jointList = j._next;
            }

            // Disconnect from island graph.
            Body bodyA = j._bodyA;
            Body bodyB = j._bodyB;

            // Wake up connected bodies.
            bodyA.WakeUp();
            bodyB.WakeUp();

            // Remove from body 1.
            if (j._edgeA.Prev != null)
            {
                j._edgeA.Prev.Next = j._edgeA.Next;
            }

            if (j._edgeA.Next != null)
            {
                j._edgeA.Next.Prev = j._edgeA.Prev;
            }

            if (j._edgeA == bodyA._jointList)
            {
                bodyA._jointList = j._edgeA.Next;
            }

            j._edgeA.Prev = null;
            j._edgeA.Next = null;

            // Remove from body 2
            if (j._edgeB.Prev != null)
            {
                j._edgeB.Prev.Next = j._edgeB.Next;
            }

            if (j._edgeB.Next != null)
            {
                j._edgeB.Next.Prev = j._edgeB.Prev;
            }

            if (j._edgeB == bodyB._jointList)
            {
                bodyB._jointList = j._edgeB.Next;
            }

            j._edgeB.Prev = null;
            j._edgeB.Next = null;

            Joint.Destroy(j);

            Box2DXDebug.Assert(_jointCount > 0);
            --_jointCount;

            // If the joint prevents collisions, then flag any contacts for filtering.
            if (collideConnected == false)
            {
                ContactEdge edge = bodyB.GetContactList();
                while (edge != null)
                {
                    if (edge.Other == bodyA)
                    {
                        // Flag the contact for filtering at the next time step (where either
                        // body is awake).
                        edge.Contact.FlagForFiltering();
                    }

                    edge = edge.Next;
                }
            }
        }