Inside of the Update function, if 2 bodies collide I want to remove them (or mark them as needing to be removed, and remove them at the end of the time step). How would I acplish this?
In the Update function I try
var bodyA = this.m_fixtureA.m_body;
...
bodyA.m_world.DestroyBody(bodyA);
However, they don't get deleted. It seems that when I am trying to delete them, this.IsLocked() is set to true.
Inside of the Update function, if 2 bodies collide I want to remove them (or mark them as needing to be removed, and remove them at the end of the time step). How would I acplish this?
In the Update function I try
var bodyA = this.m_fixtureA.m_body;
...
bodyA.m_world.DestroyBody(bodyA);
However, they don't get deleted. It seems that when I am trying to delete them, this.IsLocked() is set to true.
Share Improve this question asked Jan 13, 2013 at 22:36 BoundlessBoundless 2,4642 gold badges26 silver badges40 bronze badges1 Answer
Reset to default 9The world will not remove bodies if the world.IsLocked() function returns true. And world.IsLocked() will return true while the world is in a step. Removing a body during a step could cause issues, so the correct way of destroying bodies after collisions is to register them in a variable and then destroy them after the step is pleted.
//Pseudo code:
var destroy_list = [];
// Your contact listener
var listener = function () {
// Push the body you wish to destroy into an array
destroy_list.push(body);
}
// The game interval function
var update = function () {
// Destroy all bodies in destroy_list
for (var i in destroy_list) {
world.DestroyBody(destroy_list[i]);
}
// Reset the array
destroy_list.length = 0;
}