public void Destroy(b2Contact c) { b2Fixture fixtureA = c.GetFixtureA(); b2Fixture fixtureB = c.GetFixtureB(); b2Body bodyA = fixtureA.GetBody(); b2Body bodyB = fixtureB.GetBody(); if (m_contactListener && c.IsTouching()) { m_contactListener.EndContact(c); } // Remove from the world. if (c.m_prev) { c.m_prev.m_next = c.m_next; } if (c.m_next) { c.m_next.m_prev = c.m_prev; } if (c == m_contactList) { m_contactList = c.m_next; } // Remove from body 1 if (c.m_nodeA.prev) { c.m_nodeA.prev.next = c.m_nodeA.next; } if (c.m_nodeA.next) { c.m_nodeA.next.prev = c.m_nodeA.prev; } if (c.m_nodeA == bodyA.m_contactList) { bodyA.m_contactList = c.m_nodeA.next; } // Remove from body 2 if (c.m_nodeB.prev) { c.m_nodeB.prev.next = c.m_nodeB.next; } if (c.m_nodeB.next) { c.m_nodeB.next.prev = c.m_nodeB.prev; } if (c.m_nodeB == bodyB.m_contactList) { bodyB.m_contactList = c.m_nodeB.next; } // Call the factory. b2Contact.Destroy(c); --m_contactCount; }
public void Destroy(b2Contact c) { b2Fixture fixtureA = c.FixtureA; b2Fixture fixtureB = c.FixtureB; b2Body bodyA = fixtureA.Body; b2Body bodyB = fixtureB.Body; if (m_contactListener != null && c.IsTouching()) { m_contactListener.EndContact(c); } // Remove from the world. if (c.Prev != null) { c.Prev.Next = c.Next; } if (c.Next != null) { c.Next.Prev = c.Prev; } if (c == m_contactList) { m_contactList = c.Next; } // Remove from body 1 if (c.NodeA.Prev != null) { c.NodeA.Prev.Next = c.NodeA.Next; } if (c.NodeA.Next != null) { c.NodeA.Next.Prev = c.NodeA.Prev; } if (c.NodeA == bodyA.ContactList) { bodyA.ContactList = c.NodeA.Next; } // Remove from body 2 if (c.NodeB.Prev != null) { c.NodeB.Prev.Next = c.NodeB.Next; } if (c.NodeB.Next != null) { c.NodeB.Next.Prev = c.NodeB.Prev; } if (c.NodeB == bodyB.ContactList) { bodyB.ContactList = c.NodeB.Next; } c.Free(); // Call the factory. --m_contactCount; }