private void Decompose() { //Unsubsribe from the PostSolve delegate _world.ContactManager.PostSolve -= PostSolve; for (int i = 0; i < Parts.Count; i++) { FSFixture fixture = Parts[i]; Shape shape = fixture.Shape.Clone(); object userdata = fixture.UserData; MainBody.DestroyFixture(fixture); FSBody body = BodyFactory.CreateBody(_world); body.BodyType = BodyType.Dynamic; body.Position = MainBody.Position; body.Rotation = MainBody.Rotation; body.UserData = MainBody.UserData; body.CreateFixture(shape, userdata); body.AngularVelocity = _angularVelocitiesCache[i]; body.LinearVelocity = _velocitiesCache[i]; } _world.RemoveBody(MainBody); _world.RemoveBreakableBody(this); }
public void Dispose() { if (!IsDisposed) { World.RemoveBody(this); IsDisposed = true; GC.SuppressFinalize(this); } }
/// <summary> /// This is a high-level function to cuts fixtures inside the given world, using the start and end points. /// Note: We don't support cutting when the start or end is inside a shape. /// </summary> /// <param name="world">The world.</param> /// <param name="start">The startpoint.</param> /// <param name="end">The endpoint.</param> /// <param name="thickness">The thickness of the cut</param> public static void Cut(FSWorld world, FVector2 start, FVector2 end, float thickness) { List <FSFixture> fixtures = new List <FSFixture>(); List <FVector2> entryPoints = new List <FVector2>(); List <FVector2> exitPoints = new List <FVector2>(); //We don't support cutting when the start or end is inside a shape. if (world.TestPoint(start) != null || world.TestPoint(end) != null) { return; } //Get the entry points world.RayCast((f, p, n, fr) => { fixtures.Add(f); entryPoints.Add(p); return(1); }, start, end); //Reverse the ray to get the exitpoints world.RayCast((f, p, n, fr) => { exitPoints.Add(p); return(1); }, end, start); //We only have a single point. We need at least 2 if (entryPoints.Count + exitPoints.Count < 2) { return; } for (int i = 0; i < fixtures.Count; i++) { // can't cut circles yet ! if (fixtures[i].Shape.ShapeType != ShapeType.Polygon) { continue; } if (fixtures[i].Body.BodyType != BodyType.Static) { //Split the shape up into two shapes Vertices first; Vertices second; SplitShape(fixtures[i], entryPoints[i], exitPoints[i], thickness, out first, out second); //Delete the original shape and create two new. Retain the properties of the body. if (SanityCheck(first)) { FSBody firstFixture = BodyFactory.CreatePolygon(world, first, fixtures[i].Shape.Density, fixtures[i].Body.Position); firstFixture.Rotation = fixtures[i].Body.Rotation; firstFixture.LinearVelocity = fixtures[i].Body.LinearVelocity; firstFixture.AngularVelocity = fixtures[i].Body.AngularVelocity; firstFixture.BodyType = BodyType.Dynamic; } if (SanityCheck(second)) { FSBody secondFixture = BodyFactory.CreatePolygon(world, second, fixtures[i].Shape.Density, fixtures[i].Body.Position); secondFixture.Rotation = fixtures[i].Body.Rotation; secondFixture.LinearVelocity = fixtures[i].Body.LinearVelocity; secondFixture.AngularVelocity = fixtures[i].Body.AngularVelocity; secondFixture.BodyType = BodyType.Dynamic; } world.RemoveBody(fixtures[i].Body); } } }