コード例 #1
0
        internal void Destroy(Contact contact)
        {
            Fixture fixtureA = contact.FixtureA;
            Fixture fixtureB = contact.FixtureB;
            Body bodyA = fixtureA.Body;
            Body bodyB = fixtureB.Body;

            if (EndContact != null && contact.IsTouching())
            {
                EndContact(contact);
            }

            // Remove from the world.
            ContactList.Remove(contact);

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

            if (contact.NodeA.Next != null)
            {
                contact.NodeA.Next.Prev = contact.NodeA.Prev;
            }

            if (contact.NodeA == bodyA.ContactList)
            {
                bodyA.ContactList = contact.NodeA.Next;
            }

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

            if (contact.NodeB.Next != null)
            {
                contact.NodeB.Next.Prev = contact.NodeB.Prev;
            }

            if (contact.NodeB == bodyB.ContactList)
            {
                bodyB.ContactList = contact.NodeB.Next;
            }

#if USE_ACTIVE_CONTACT_SET
			if (ActiveContacts.Contains(contact))
			{
				ActiveContacts.Remove(contact);
			}
#endif
			contact.Destroy();
        }
コード例 #2
0
        internal void Destroy(Contact contact)
        {
            Fixture fixtureA = contact.FixtureA;
            Fixture fixtureB = contact.FixtureB;
            Body bodyA = fixtureA.Body;
            Body bodyB = fixtureB.Body;

            if (contact.IsTouching)
            {
                //Report the separation to both participants:
                if (fixtureA != null && fixtureA.OnSeparation != null)
                    fixtureA.OnSeparation(fixtureA, fixtureB);

                //Reverse the order of the reported fixtures. The first fixture is always the one that the
                //user subscribed to.
                if (fixtureB != null && fixtureB.OnSeparation != null)
                    fixtureB.OnSeparation(fixtureB, fixtureA);

                if (EndContact != null)
                    EndContact(contact);
            }

            // Remove from the world.
            ContactList.Remove(contact);

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

            if (contact._nodeA.Next != null)
            {
                contact._nodeA.Next.Prev = contact._nodeA.Prev;
            }

            if (contact._nodeA == bodyA.ContactList)
            {
                bodyA.ContactList = contact._nodeA.Next;
            }

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

            if (contact._nodeB.Next != null)
            {
                contact._nodeB.Next.Prev = contact._nodeB.Prev;
            }

            if (contact._nodeB == bodyB.ContactList)
            {
                bodyB.ContactList = contact._nodeB.Next;
            }

#if USE_ACTIVE_CONTACT_SET
			if (ActiveContacts.Contains(contact))
			{
				ActiveContacts.Remove(contact);
			}
#endif
            contact.Destroy();
        }
コード例 #3
0
ファイル: ContactManager.cs プロジェクト: Ratel13/cocos2d-xna
        internal void Destroy(Contact contact, int index)
        {
            Fixture fixtureA = contact.FixtureA;
            Fixture fixtureB = contact.FixtureB;
            Body bodyA = fixtureA.Body;
            Body bodyB = fixtureB.Body;

            if (EndContact != null && contact.IsTouching())
            {
                EndContact(contact);
            }

            // Remove from the world.
            if (index == -1)
                ContactList.Remove(contact);
            else
                ContactList.RemoveAt(index);

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

            if (contact.NodeA.Next != null)
            {
                contact.NodeA.Next.Prev = contact.NodeA.Prev;
            }

            if (contact.NodeA == bodyA.ContactList)
            {
                bodyA.ContactList = contact.NodeA.Next;
            }

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

            if (contact.NodeB.Next != null)
            {
                contact.NodeB.Next.Prev = contact.NodeB.Prev;
            }

            if (contact.NodeB == bodyB.ContactList)
            {
                bodyB.ContactList = contact.NodeB.Next;
            }

            contact.Destroy();
        }
コード例 #4
0
        internal void Destroy(Contact contact)
        {
            Fixture fixtureA = contact.FixtureA;
            Fixture fixtureB = contact.FixtureB;
            Body bodyA = fixtureA.Body;
            Body bodyB = fixtureB.Body;

            if (contact.IsTouching())
            {
                //Report the separation to both participants:
                if (bodyA != null) bodyA.OnSeparation(fixtureA, fixtureB);

                //Reverse the order of the reported fixtures. The first fixture is always the one that the
                //user subscribed to.
                if (bodyB != null) bodyB.OnSeparation(fixtureB, fixtureA);

                if (EndContact != null) EndContact(contact);
            }

            // Remove from the world.
            ContactList.Remove(contact);

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

            if (contact.NodeA.Next != null)
            {
                contact.NodeA.Next.Prev = contact.NodeA.Prev;
            }

            if (contact.NodeA == bodyA.ContactList)
            {
                bodyA.ContactList = contact.NodeA.Next;
            }

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

            if (contact.NodeB.Next != null)
            {
                contact.NodeB.Next.Prev = contact.NodeB.Prev;
            }

            if (contact.NodeB == bodyB.ContactList)
            {
                bodyB.ContactList = contact.NodeB.Next;
            }

            contact.Destroy();
        }
コード例 #5
0
        internal void Destroy(Contact contact)
        {
            Fixture fixtureA = contact.FixtureA;
            Fixture fixtureB = contact.FixtureB;
            Body bodyA = fixtureA.Body;
            Body bodyB = fixtureB.Body;

            if (EndContact != null && contact.IsTouching())
            {
                EndContact(contact);
            }

            // Remove from the world.
            if (contact.Prev != null)
            {
                contact.Prev.Next = contact.Next;
            }

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

            if (contact == ContactList)
            {
                ContactList = contact.Next;
            }

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

            if (contact.NodeA.Next != null)
            {
                contact.NodeA.Next.Prev = contact.NodeA.Prev;
            }

            if (contact.NodeA == bodyA.ContactList)
            {
                bodyA.ContactList = contact.NodeA.Next;
            }

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

            if (contact.NodeB.Next != null)
            {
                contact.NodeB.Next.Prev = contact.NodeB.Prev;
            }

            if (contact.NodeB == bodyB.ContactList)
            {
                bodyB.ContactList = contact.NodeB.Next;
            }

            contact.Destroy();

            --ContactCount;
        }
コード例 #6
0
ファイル: ContactManager.cs プロジェクト: Joelone/FFWD
        internal void Destroy(Contact contact)
        {
            Fixture fixtureA = contact.FixtureA;
            Fixture fixtureB = contact.FixtureB;
            Body bodyA = fixtureA.Body;
            Body bodyB = fixtureB.Body;

            if (EndContact != null && contact.IsTouching())
            {
                EndContact(contact);
            }
            else
            {
                PressPlay.FFWD.Debug.Log("Destroying contact that is not touching: " + contact.FixtureA.Body.UserData + " <=> " + contact.FixtureB.Body.UserData);
            }

            // Remove from the world.
            ContactList.Remove(contact);

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

            if (contact.NodeA.Next != null)
            {
                contact.NodeA.Next.Prev = contact.NodeA.Prev;
            }

            if (contact.NodeA == bodyA.ContactList)
            {
                bodyA.ContactList = contact.NodeA.Next;
            }

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

            if (contact.NodeB.Next != null)
            {
                contact.NodeB.Next.Prev = contact.NodeB.Prev;
            }

            if (contact.NodeB == bodyB.ContactList)
            {
                bodyB.ContactList = contact.NodeB.Next;
            }

            contact.Destroy();
        }