technologies/Jitter/Collision/CollisionSystemBrute.cs
/// <summary>
/// Remove a body from the collision system. Removing a body from the world
/// does automatically remove it from the collision system.
/// </summary>
/// <param name="body">The body to remove.</param>
/// <returns>Returns true if the body was successfully removed, otherwise false.</returns>
Remove a body from the collision system. Removing a body from the world
does automatically remove it from the collision system.
Remove a body from the collision system . Removing a body from the world does automatically remove it from the collision system .
public override bool RemoveEntity(IBroadphaseEntity body)
        {
            return bodyList.Remove(body);
        }
public override bool RemoveEntity ( IBroadphaseEntity body ) { return bodyList . Remove ( body ) ; }
Remove a body from the collision system.
Remove a body from the collision system .
// just keep our internal list in sync
Returns true if the body was successfully removed, otherwise false.
Returns true if the body was successfully removed otherwise false .
body
IBroadphaseEntity
The body to remove.
The body to remove .