Пример #1
0
        private void UpdateContacts(ArbiterMap selectedArbiterMap)
        {
            foreach (Arbiter arbiter in selectedArbiterMap.Arbiters)
            {
                UpdateArbiterContacts(arbiter);
            }

            while (removedArbiterStack.Count > 0)
            {
                Arbiter arbiter = removedArbiterStack.Pop();
                Arbiter.Pool.GiveBack(arbiter);
                selectedArbiterMap.Remove(arbiter);

                if (selectedArbiterMap == arbiterMap)
                {
                    removedArbiterQueue.Enqueue(arbiter);
                    events.RaiseBodiesEndCollide(arbiter.body1, arbiter.body2);

                    cacheOverPairContact.SetBodies(arbiter.body1, arbiter.body2);
                    initialCollisions.Remove(cacheOverPairContact);
                }
                else
                {
                    if (arbiter.body1.isColliderOnly)
                    {
                        events.RaiseTriggerEndCollide(arbiter.body1, arbiter.body2);
                    }
                    else
                    {
                        events.RaiseTriggerEndCollide(arbiter.body2, arbiter.body1);
                    }

                    cacheOverPairContact.SetBodies(arbiter.body1, arbiter.body2);
                    initialTriggers.Remove(cacheOverPairContact);
                }
            }
        }
Пример #2
0
        private bool RemoveBody(RigidBody body, bool removeMassPoints)
        {
            // Its very important to clean up, after removing a body
            if (!removeMassPoints && body.IsParticle)
            {
                return(false);
            }

            // remove the body from the world list
            if (!rigidBodies.Remove(body))
            {
                return(false);
            }

            // Remove all connected constraints and arbiters
            for (int index = 0, length = body.arbiters.Count; index < length; index++)
            {
                Arbiter arbiter = body.arbiters[index];

                arbiterMap.Remove(arbiter);

                events.RaiseBodiesEndCollide(arbiter.body1, arbiter.body2);

                cacheOverPairContact.SetBodies(arbiter.body1, arbiter.body2);
                initialCollisions.Remove(cacheOverPairContact);
            }

            for (int index = 0, length = body.arbitersTrigger.Count; index < length; index++)
            {
                Arbiter arbiter = body.arbitersTrigger[index];
                arbiterTriggerMap.Remove(arbiter);

                if (arbiter.body1.isColliderOnly)
                {
                    events.RaiseTriggerEndCollide(arbiter.body1, arbiter.body2);
                }
                else
                {
                    events.RaiseTriggerEndCollide(arbiter.body2, arbiter.body1);
                }

                cacheOverPairContact.SetBodies(arbiter.body1, arbiter.body2);
                initialTriggers.Remove(cacheOverPairContact);
            }

            for (int index = 0, length = body.constraints.Count; index < length; index++)
            {
                Constraint constraint = body.constraints[index];

                constraints.Remove(constraint);
                events.RaiseRemovedConstraint(constraint);
            }

            // remove the body from the collision system
            CollisionSystem.RemoveEntity(body);

            // remove the body from the island manager
            islands.RemoveBody(body);

            events.RaiseRemovedRigidBody(body);

            return(true);
        }