/// Set the active state of the body. An inactive body is not /// simulated and cannot be collided with or woken up. /// If you pass a flag of true, all fixtures will be added to the /// broad-phase. /// If you pass a flag of false, all fixtures will be removed from /// the broad-phase and all contacts will be destroyed. /// Fixtures and joints are otherwise unaffected. You may continue /// to create/destroy fixtures and joints on inactive bodies. /// Fixtures on an inactive body are implicitly inactive and will /// not participate in collisions, ray-casts, or queries. /// Joints connected to an inactive body are implicitly inactive. /// An inactive body is still owned by a b2World object and remains /// in the body list. public void SetActive(bool flag) { Debug.Assert(m_world.IsLocked() == false); if (flag == IsActive()) { return; } if (flag) { m_flags |= BodyFlags.e_activeFlag; // Create all proxies. b2BroadPhase broadPhase = m_world.m_contactManager.m_broadPhase; for (b2Fixture f = m_fixtureList; f != null; f = f.m_next) { f.CreateProxies(broadPhase, m_xf); } // Contacts are created the next time step. } else { m_flags &= ~BodyFlags.e_activeFlag; // Destroy all proxies. b2BroadPhase broadPhase = m_world.m_contactManager.m_broadPhase; for (b2Fixture f = m_fixtureList; f != null; f = f.m_next) { f.DestroyProxies(broadPhase); } // Destroy the attached contacts. b2ContactEdge ce = m_contactList; while (ce != null) { b2ContactEdge ce0 = ce; ce = ce.next; m_world.m_contactManager.Destroy(ce0.contact); } m_contactList = null; } }
/// Creates a fixture and attach it to this body. Use this function if you need /// to set some fixture parameters, like friction. Otherwise you can create the /// fixture directly from a shape. /// If the density is non-zero, this function automatically updates the mass of the body. /// Contacts are not created until the next time step. /// @param def the fixture definition. /// @warning This function is locked during callbacks. public b2Fixture CreateFixture(b2FixtureDef def) { Debug.Assert(m_world.IsLocked() == false); if (m_world.IsLocked() == true) { return(null); } b2Fixture fixture = new b2Fixture(); fixture.Create(this, def); if ((m_flags & BodyFlags.e_activeFlag) != 0) { b2BroadPhase broadPhase = m_world.m_contactManager.m_broadPhase; fixture.CreateProxies(broadPhase, m_xf); } fixture.m_next = m_fixtureList; m_fixtureList = fixture; ++m_fixtureCount; fixture.m_body = this; // Adjust mass properties if needed. if (fixture.m_density > 0.0f) { ResetMassData(); } // Let the world know we have a new fixture. This will cause new contacts // to be created at the beginning of the next time step. m_world.m_flags |= b2World.WorldFlags.e_newFixture; return(fixture); }