Example #1
0
        public void Dispose()
        {
            if (disposed)
            {
                return;
            }
            disposed = true;
            //Delete all RigidBody objects
            for (int i = btWorld.NumCollisionObjects - 1; i >= 0; i--)
            {
                CollisionObject obj  = btWorld.CollisionObjectArray[i];
                RigidBody       body = obj as RigidBody;
                if (body != null && body.MotionState != null)
                {
                    body.MotionState.Dispose();
                }
                btWorld.RemoveCollisionObject(obj);
                obj.Dispose();
            }

            btWorld.Dispose();
            broadphase.Dispose();
            btDispatcher.Dispose();
            collisionConf.Dispose();
        }
 public void TearDown()
 {
     _world.Dispose();
     _solver.Dispose();
     _broadphase.Dispose();
     _dispatcher.Dispose();
     _conf.Dispose();
 }
Example #3
0
 public override void Dispose()
 {
     base.Dispose();
     _needCancel       = true;
     SimulationRunning = false;
     _collisionConfiguration.Dispose();
     _dispatcher.Dispose();
     _broadPhase.Dispose();
     _world.Dispose();
 }
Example #4
0
        public void Dispose()
        {
            for (int i = _World.NumConstraints - 1; i >= 0; i--)
            {
                TypedConstraint constraint = _World.GetConstraint(i);
                _World.RemoveConstraint(constraint);
                constraint.Dispose();
            }

            _World.Dispose();
            broadphase.Dispose();
            if (dispatcher != null)
            {
                dispatcher.Dispose();
            }
            collisionConf.Dispose();
        }
Example #5
0
        public static void Dispose()  // TODO: can crash; examine!
        {
            // remove/dispose of constraints
            for (int i = World.NumConstraints - 1; i >= 0; i--)
            {
                TypedConstraint constraint = World.GetConstraint(i);

                lock (_worldSyncRoot)
                    World.RemoveConstraint(constraint);

                constraint.Dispose();
            }

            // remove the rigidbodies from the dynamics world and delete them
            for (int i = World.NumCollisionObjects - 1; i >= 0; i--)
            {
                CollisionObject obj  = World.CollisionObjectArray[i];
                RigidBody       body = obj as RigidBody;
                if (body != null && body.MotionState != null)
                {
                    body.MotionState.Dispose();
                }

                lock (_worldSyncRoot)
                    World.RemoveCollisionObject(obj);

                obj.Dispose();
            }

            // delete collision shapes
            foreach (CollisionShape shape in _collisionShapes)
            {
                shape.Dispose();
            }
            _collisionShapes.Clear();

            lock (_worldSyncRoot)
                World.Dispose();

            _broadphase.Dispose();
            if (_dispatcher != null)
            {
                _dispatcher.Dispose();
            }
            _collisionConf.Dispose();
        }
Example #6
0
        public void unload()
        {
            int i;

            // Remove constraints
            for (i = _physics_world.world.NumConstraints - 1; i >= 0; i--)
            {
                TypedConstraint constraint = _physics_world.world.GetConstraint(i);
                _physics_world.world.RemoveConstraint(constraint);
                constraint.Dispose();
            }

            // Remove rigidbodies from the dynamics world and delete them
            for (i = _physics_world.world.NumCollisionObjects - 1; i >= 0; i--)
            {
                CollisionObject obj  = _physics_world.world.CollisionObjectArray[i];
                RigidBody       body = obj as RigidBody;
                if (body != null && body.MotionState != null)
                {
                    body.MotionState.Dispose();
                }
                _physics_world.world.RemoveCollisionObject(obj);
                obj.Dispose();
            }

            // Delete collision shapes
            foreach (CollisionShape shape in _physics_world.collision_shapes)
            {
                shape.Dispose();
            }
            _physics_world.collision_shapes.Clear();


            // Delete the world
            _physics_world.world.Dispose();
            _broadphase.Dispose();
            if (_dispatcher != null)
            {
                _dispatcher.Dispose();
            }
            _collision_config.Dispose();
        }
Example #7
0
        public void ExitPhysics()
        {
            //remove/dispose constraints
            int i;

            for (i = physics_world.NumConstraints - 1; i >= 0; i--)
            {
                TypedConstraint constraint = physics_world.GetConstraint(i);
                physics_world.RemoveConstraint(constraint);
                constraint.Dispose();
            }

            //remove the rigidbodies from the dynamics world and delete them
            for (i = physics_world.NumCollisionObjects - 1; i >= 0; i--)
            {
                CollisionObject obj  = physics_world.CollisionObjectArray[i];
                RigidBody       body = obj as RigidBody;
                if (body != null && body.MotionState != null)
                {
                    body.MotionState.Dispose();
                }
                physics_world.RemoveCollisionObject(obj);
                obj.Dispose();
            }

            //delete collision shapes
            foreach (CollisionShape shape in collisionShapes)
            {
                shape.Dispose();
            }
            collisionShapes.Clear();

            physics_world.Dispose();
            broadphase.Dispose();
            if (dispatcher != null)
            {
                dispatcher.Dispose();
            }
            collisionConf.Dispose();
        }
Example #8
0
        protected override void OnDispose()
        {
            dispatcher?.Dispose();
            broadphase?.Dispose();
            collidersToUpdate?.Clear();

            if (collisionShapes != null)
            {
                for (int i = 0; i < collisionShapes.Count; i++)
                {
                    collisionShapes[i].Dispose();
                }
            }

            /*if(rigidbodies != null) {
             *      for(int i = 0; i < rigidbodies.Count; i++) {
             *              rigidbodies[i].Dispose();
             *      }
             *
             *      rigidbodies.Clear();
             * }*/
        }
Example #9
0
        internal static void Destroy()
        {
            if (!initialized)
            {
                return;
            }

            foreach (CollisionShape shape in collisionShapes)
            {
                shape.Destroy();
            }
            collisionShapes.Clear();

            // 衝突オブジェクトの解放
            foreach (CollisionObject obj in collisionObjects)
            {
                world.RemoveCollisionObject(obj.BulletCollisionObject);
                obj.Destroy();
            }
            collisionObjects.Clear();

            // 剛体オブジェクトの解放
            foreach (RigidBody rigid in rigidBodies)
            {
                world.RemoveRigidBody(rigid.BulletRigidBody);
                rigid.Destroy();
            }
            rigidBodies.Clear();

            //filterCB.Dispose();
            dispatcher.Dispose();
            collisionConf.Dispose();
            solver.Dispose();
            broadphase.Dispose();
            //world.Dispose();

            initialized = false;
        }
Example #10
0
        /// <summary>
        /// Disposes all of the objects and the world, essentially a destructor
        /// </summary>
        public void ExitPhysics()
        {
            int i;

            for (i = World.NumConstraints - 1; i >= 0; i--)
            {
                TypedConstraint constraint = World.GetConstraint(i);
                World.RemoveConstraint(constraint);
                constraint.Dispose();
            }

            for (i = World.NumCollisionObjects - 1; i >= 0; i--)
            {
                CollisionObject obj  = World.CollisionObjectArray[i];
                RigidBody       body = obj as RigidBody;
                if (body != null && body.MotionState != null)
                {
                    body.MotionState.Dispose();
                }
                World.RemoveCollisionObject(obj);
                obj.Dispose();
            }

            foreach (CollisionShape shape in collisionShapes)
            {
                shape.Dispose();
            }
            collisionShapes.Clear();

            World.Dispose();
            broadphase.Dispose();
            if (dispatcher != null)
            {
                dispatcher.Dispose();
            }
            collisionConf.Dispose();
        }
Example #11
0
    private void Start()
    {
        //Create a World
        Debug.Log("Initialize physics");
        List <CollisionShape> CollisionShapes = new List <CollisionShape>();

        DefaultCollisionConfiguration CollisionConf = new DefaultCollisionConfiguration();
        CollisionDispatcher           Dispatcher    = new CollisionDispatcher(CollisionConf);

        DbvtBroadphase Broadphase = new DbvtBroadphase();

        DiscreteDynamicsWorld World = new DiscreteDynamicsWorld(Dispatcher, Broadphase, null, CollisionConf)
        {
            Gravity = new BulletSharp.Math.Vector3(0, -9.80665f, 0)
        };

        // create a few dynamic rigidbodies
        const float mass = 1.0f;

        //Add a single cube
        RigidBody fallRigidBody;
        BoxShape  shape = new BoxShape(1f, 1f, 1f);

        BulletSharp.Math.Vector3 localInertia = BulletSharp.Math.Vector3.Zero;
        shape.CalculateLocalInertia(mass, out localInertia);

        RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(mass, null, shape, localInertia);

        fallRigidBody = new RigidBody(rbInfo);
        rbInfo.Dispose();

        Matrix st = Matrix.Translation(new BulletSharp.Math.Vector3(0f, 10f, 0f));

        fallRigidBody.WorldTransform = st;

        World.AddRigidBody(fallRigidBody);

        Matrix trans;

        //Step the simulation 300 steps
        for (int i = 0; i < 300; i++)
        {
            World.StepSimulation(1f / 60f, 10);

            fallRigidBody.GetWorldTransform(out trans);

            Debug.Log("box height: " + trans.Origin);
        }

        //Clean up.
        World.RemoveRigidBody(fallRigidBody);
        fallRigidBody.Dispose();

        Debug.Log("ExitPhysics");

        if (World != null)
        {
            //remove/dispose constraints
            int i;

            for (i = World.NumConstraints - 1; i >= 0; i--)
            {
                TypedConstraint constraint = World.GetConstraint(i);
                World.RemoveConstraint(constraint);
                constraint.Dispose();
            }

            //remove the rigidbodies from the dynamics world and delete them
            for (i = World.NumCollisionObjects - 1; i >= 0; i--)
            {
                CollisionObject obj  = World.CollisionObjectArray[i];
                RigidBody       body = obj as RigidBody;

                if (body != null && body.MotionState != null)
                {
                    body.MotionState.Dispose();
                }

                World.RemoveCollisionObject(obj);
                obj.Dispose();
            }

            //delete collision shapes
            foreach (CollisionShape ss in CollisionShapes)
            {
                ss.Dispose();
            }

            CollisionShapes.Clear();

            World.Dispose();
            Broadphase.Dispose();
            Dispatcher.Dispose();
            CollisionConf.Dispose();
        }

        if (Broadphase != null)
        {
            Broadphase.Dispose();
        }

        if (Dispatcher != null)
        {
            Dispatcher.Dispose();
        }

        if (CollisionConf != null)
        {
            CollisionConf.Dispose();
        }
    }