Esempio n. 1
0
        /// <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 method is locked during callbacks.
        /// </summary>
        /// <param name="fixture">The fixture to be removed.</param>
        /// <exception cref="System.InvalidOperationException">Thrown when the world is Locked/Stepping.</exception>
        public virtual void Remove(Fixture fixture)
        {
            if (World != null && World.IsLocked)
            {
                throw new WorldLockedException("Cannot remove fixtures from a body when the World is locked.");
            }
            if (fixture == null)
            {
                throw new ArgumentNullException("fixture");
            }
            if (fixture.Body != this)
            {
                throw new ArgumentException("You are removing a fixture that does not belong to this Body.", "fixture");
            }

            // 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 (Enabled && World != null)
            {
                IBroadPhase broadPhase = World.ContactManager.BroadPhase;
                fixture.DestroyProxies(broadPhase);
            }

            fixture.Body = null;
            FixtureList.Remove(fixture);
#if DEBUG
            if (fixture.Shape.ShapeType == ShapeType.Polygon)
            {
                ((PolygonShape)fixture.Shape).Vertices.AttachedToBody = false;
            }
#endif

            if (World?.FixtureRemoved != null)
            {
                World.FixtureRemoved(World, this, fixture);
            }

            ResetMassData();
        }