Esempio n. 1
0
 /// <summary>
 /// リソースを開放する
 /// </summary>
 public void Dispose()
 {
     for (int i = dynamicsWorld.NumConstraints - 1; i >= 0; --i)
     {
         var constraint = dynamicsWorld.GetConstraint(i);
         dynamicsWorld.RemoveConstraint(constraint);
         constraint.Dispose();
     }
 }
Esempio n. 2
0
        public void ExitPhysics()
        {
            //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 shape in collisionShapes)
            {
                shape.Dispose();
            }
            collisionShapes.Clear();

            World.Dispose();
            broadphase.Dispose();
            if (dispatcher != null)
            {
                dispatcher.Dispose();
            }
            collisionConf.Dispose();
        }
Esempio n. 3
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        public void Drop()
        {
            if (simThread != null)
            {
                simThread.Join();
            }

            for (int i = bulletWorld.NumConstraints - 1; i >= 0; i--)
            {
                TypedConstraint c = bulletWorld.GetConstraint(i);
                bulletWorld.RemoveConstraint(c);
                c.Dispose();
            }

            for (int i = bulletWorld.NumCollisionObjects - 1; i >= 0; i--)
            {
                CollisionObject o = bulletWorld.CollisionObjectArray[i];

                RigidBody b = o as RigidBody;
                if (b != null && b.MotionState != null)
                {
                    b.MotionState.Dispose();
                }

                bulletWorld.RemoveCollisionObject(o);
                o.Dispose();
            }

            foreach (CollisionShape s in bulletShapes)
            {
                s.Dispose();
            }
            bulletShapes.Clear();

            bulletWorld.Dispose();
            bulletBroadphase.Dispose();
            bulletCollisionDispatcher.Dispose();
            bulletCollisionConfiguration.Dispose();
        }
        protected void Dispose(bool disposing)
        {
            if (debugType >= BDebug.DebugType.Debug)
            {
                Debug.Log("BDynamicsWorld Disposing physics.");
            }

            if (PhysicsWorldHelper != null)
            {
                PhysicsWorldHelper.m_ddWorld = null;
                PhysicsWorldHelper.m_world   = null;
            }
            if (m_world != null)
            {
                //remove/dispose constraints
                int i;
                if (_ddWorld != null)
                {
                    if (debugType >= BDebug.DebugType.Debug)
                    {
                        Debug.LogFormat("Removing Constraints {0}", _ddWorld.NumConstraints);
                    }
                    for (i = _ddWorld.NumConstraints - 1; i >= 0; i--)
                    {
                        TypedConstraint constraint = _ddWorld.GetConstraint(i);
                        _ddWorld.RemoveConstraint(constraint);
                        if (constraint.Userobject is BTypedConstraint)
                        {
                            ((BTypedConstraint)constraint.Userobject).m_isInWorld = false;
                        }
                        if (debugType >= BDebug.DebugType.Debug)
                        {
                            Debug.LogFormat("Removed Constaint {0}", constraint.Userobject);
                        }
                        constraint.Dispose();
                    }
                }

                if (debugType >= BDebug.DebugType.Debug)
                {
                    Debug.LogFormat("Removing Collision Objects {0}", m_world.NumCollisionObjects);
                }
                //remove the rigidbodies from the dynamics world and delete them
                for (i = m_world.NumCollisionObjects - 1; i >= 0; i--)
                {
                    CollisionObject obj  = m_world.CollisionObjectArray[i];
                    RigidBody       body = obj as RigidBody;
                    if (body != null && body.MotionState != null)
                    {
                        Debug.Assert(body.NumConstraintRefs == 0, "Rigid body still had constraints");
                        body.MotionState.Dispose();
                    }
                    m_world.RemoveCollisionObject(obj);
                    if (obj.UserObject is BCollisionObject)
                    {
                        ((BCollisionObject)obj.UserObject).isInWorld = false;
                    }
                    if (debugType >= BDebug.DebugType.Debug)
                    {
                        Debug.LogFormat("Removed CollisionObject {0}", obj.UserObject);
                    }
                    obj.Dispose();
                }

                MultiBodyDynamicsWorld _mbdWorld = m_world as MultiBodyDynamicsWorld;
                if (_mbdWorld != null)
                {
                    if (debugType >= BDebug.DebugType.Debug)
                    {
                        Debug.LogFormat("Removing MultiBody Constraints {0}", _mbdWorld.NumMultiBodyConstraints);
                    }
                    for (i = _mbdWorld.NumMultiBodyConstraints - 1; i >= 0; i--)
                    {
                        MultiBodyConstraint constraint = _mbdWorld.GetMultiBodyConstraint(i);
                        _mbdWorld.RemoveMultiBodyConstraint(constraint);

                        /* if (constraint.Userobject is BTypedConstraint) ((BTypedConstraint)constraint.Userobject).m_isInWorld = false;
                         * if (debugType >= BDebug.DebugType.Debug) Debug.LogFormat("Removed Constaint {0}", constraint.Userobject);*/
                        constraint.Dispose();
                    }

                    if (debugType >= BDebug.DebugType.Debug)
                    {
                        Debug.LogFormat("Removing Multibodies {0}", _mbdWorld.NumMultibodies);
                    }
                    //remove the rigidbodies from the dynamics world and delete them
                    for (i = _mbdWorld.NumMultibodies - 1; i >= 0; i--)
                    {
                        MultiBody mb = _mbdWorld.GetMultiBody(i);

                        _mbdWorld.RemoveMultiBody(mb);
                        if (mb.UserObject is BMultiBody bmb)
                        {
                            bmb.isInWorld = false;
                        }
                        if (debugType >= BDebug.DebugType.Debug)
                        {
                            Debug.LogFormat("Removed CollisionObject {0}", mb.UserObject);
                        }
                        mb.Dispose();
                    }
                }

                if (m_world.DebugDrawer != null)
                {
                    if (m_world.DebugDrawer is IDisposable)
                    {
                        IDisposable dis = (IDisposable)m_world.DebugDrawer;
                        dis.Dispose();
                    }
                }

                m_world.Dispose();
                Broadphase.Dispose();
                Dispatcher.Dispose();
                CollisionConf.Dispose();
                _ddWorld = null;
                m_world  = null;
            }

            if (Broadphase != null)
            {
                Broadphase.Dispose();
                Broadphase = null;
            }
            if (Dispatcher != null)
            {
                Dispatcher.Dispose();
                Dispatcher = null;
            }
            if (CollisionConf != null)
            {
                CollisionConf.Dispose();
                CollisionConf = null;
            }
            if (constraintSolver != null)
            {
                constraintSolver.Dispose();
                constraintSolver = null;
            }
            if (softBodyWorldInfo != null)
            {
                softBodyWorldInfo.Dispose();
                softBodyWorldInfo = null;
            }
            _isDisposed = true;
            singleton   = null;
        }
Esempio n. 5
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        protected void Dispose(bool disposing)
        {
            if (debugType >= BDebug.DebugType.Debug)
            {
                Debug.Log("BDynamicsWorld Disposing physics.");
            }

            /* NU
             * if (lateUpdateHelper != null)
             * {
             *  lateUpdateHelper.m_ddWorld = null;
             *  lateUpdateHelper.m_world = null;
             * }
             */
            if (m_world != null)
            {
                //remove/dispose constraints
                int i;
                if (_ddWorld != null)
                {
                    if (debugType >= BDebug.DebugType.Debug)
                    {
                        Debug.LogFormat("Removing Constraints {0}", _ddWorld.NumConstraints);
                    }
                    for (i = _ddWorld.NumConstraints - 1; i >= 0; i--)
                    {
                        TypedConstraint constraint = _ddWorld.GetConstraint(i);
                        _ddWorld.RemoveConstraint(constraint);
                        if (constraint.Userobject is BTypedConstraint)
                        {
                            ((BTypedConstraint)constraint.Userobject).m_isInWorld = false;
                        }
                        if (debugType >= BDebug.DebugType.Debug)
                        {
                            Debug.LogFormat("Removed Constaint {0}", constraint.Userobject);
                        }
                        constraint.Dispose();
                    }
                }

                /* gRally
                 * if (debugType >= BDebug.DebugType.Debug) Debug.LogFormat("Removing Collision Objects {0}", _ddWorld.NumCollisionObjects);
                 * //remove the rigidbodies from the dynamics world and delete them
                 * for (i = m_world.NumCollisionObjects - 1; i >= 0; i--)
                 * {
                 *  CollisionObject obj = m_world.CollisionObjectArray[i];
                 *  RigidBody body = obj as RigidBody;
                 *  if (body != null && body.MotionState != null)
                 *  {
                 *      Debug.Assert(body.NumConstraintRefs == 0, "Rigid body still had constraints");
                 *      body.MotionState.Dispose();
                 *  }
                 *  m_world.RemoveCollisionObject(obj);
                 *  if (obj.UserObject is BCollisionObject) ((BCollisionObject)obj.UserObject).isInWorld = false;
                 *  if (debugType >= BDebug.DebugType.Debug) Debug.LogFormat("Removed CollisionObject {0}", obj.UserObject);
                 *  obj.Dispose();
                 * }
                 *
                 */

                if (m_world.DebugDrawer != null)
                {
                    if (m_world.DebugDrawer is IDisposable)
                    {
                        IDisposable dis = (IDisposable)m_world.DebugDrawer;
                        dis.Dispose();
                    }
                }

                m_world.Dispose();
                Broadphase.Dispose();
                Dispatcher.Dispose();
                CollisionConf.Dispose();
                _ddWorld = null;
                m_world  = null;
            }

            if (Broadphase != null)
            {
                Broadphase.Dispose();
                Broadphase = null;
            }
            if (Dispatcher != null)
            {
                Dispatcher.Dispose();
                Dispatcher = null;
            }
            if (CollisionConf != null)
            {
                CollisionConf.Dispose();
                CollisionConf = null;
            }
            if (Solver != null)
            {
                Solver.Dispose();
                Solver = null;
            }
            if (softBodyWorldInfo != null)
            {
                softBodyWorldInfo.Dispose();
                softBodyWorldInfo = null;
            }
            _isDisposed = true;
            singleton   = null;
        }
Esempio n. 6
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        /*This Funcion is called at:
         * public static void Main()
         * {
         *     var app = new BulletTest();
         *      app.Run();
         *      _physic.World.Dispose();
         * }
         * definetly the wrong place!!!!!!!!
         * TODO: call it at the right place
         */
        public void Dispose()
        {
            if (BtWorld != null)
            {
                /* for (int d = 0; d < BtWorld.Dispatcher.NumManifolds; d++)
                 * {
                 *  var m = BtWorld.Dispatcher.GetManifoldByIndexInternal(d);
                 *  BtWorld.Dispatcher.ReleaseManifold(m);
                 *  ;
                 * }*/


                //remove/dispose constraints
                int i;
                for (i = BtWorld.NumConstraints - 1; i >= 0; i--)
                {
                    TypedConstraint constraint = BtWorld.GetConstraint(i);
                    BtWorld.RemoveConstraint(constraint);
                    constraint.Dispose();
                }


                //remove the rigidbodies from the dynamics world and delete them
                for (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();
                }

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



                BtWorld.Dispose();
                BtBroadphase.Dispose();
                BtDispatcher.Dispose();
                BtCollisionConf.Dispose();
            }

            if (BtBroadphase != null)
            {
                BtBroadphase.Dispose();
            }
            if (BtDispatcher != null)
            {
                BtDispatcher.Dispose();
            }
            if (BtCollisionConf != null)
            {
                BtCollisionConf.Dispose();
            }
        }
Esempio n. 7
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    //IMPORTANT Time.fixedTime must match the timestep being used here.
    public static List <UnityEngine.Vector3> SimulateBall(BRigidBody ballRb, UnityEngine.Vector3 ballThrowForce, int numberOfSimulationSteps, bool reverseOrder)
    {
        var ballPositions = new List <UnityEngine.Vector3>(numberOfSimulationSteps);

        //Create a World
        Debug.Log("Initialize physics");

        CollisionConfiguration CollisionConf;
        CollisionDispatcher    Dispatcher;
        BroadphaseInterface    Broadphase;
        CollisionWorld         cw;
        ConstraintSolver       Solver;

        BulletSharp.SoftBody.SoftBodyWorldInfo softBodyWorldInfo;

        //This should create a copy of the BPhysicsWorld with the same settings
        BPhysicsWorld bw = BPhysicsWorld.Get();

        bw.CreatePhysicsWorld(out cw, out CollisionConf, out Dispatcher, out Broadphase, out Solver, out softBodyWorldInfo);
        World = (DiscreteDynamicsWorld)cw;

        //Copy all existing rigidbodies in scene
        // IMPORTANT rigidbodies must be added to the offline world in the same order that they are in the source world
        // this is because collisions must be resolved in the same order for the sim to be deterministic
        DiscreteDynamicsWorld sourceWorld = (DiscreteDynamicsWorld)bw.world;

        BulletSharp.RigidBody   bulletBallRb = null;
        BulletSharp.Math.Matrix mm           = BulletSharp.Math.Matrix.Identity;
        for (int i = 0; i < sourceWorld.NumCollisionObjects; i++)
        {
            CollisionObject co = sourceWorld.CollisionObjectArray[i];
            if (co != null && co.UserObject is BRigidBody)
            {
                BRigidBody      rb            = (BRigidBody)co.UserObject;
                float           mass          = rb.isDynamic() ? rb.mass : 0f;
                BCollisionShape existingShape = rb.GetComponent <BCollisionShape>();
                CollisionShape  shape         = null;
                if (existingShape is BSphereShape)
                {
                    shape = ((BSphereShape)existingShape).CopyCollisionShape();
                }
                else if (existingShape is BBoxShape)
                {
                    shape = ((BBoxShape)existingShape).CopyCollisionShape();
                }

                RigidBody bulletRB = null;
                BulletSharp.Math.Vector3 localInertia = new BulletSharp.Math.Vector3();
                rb.CreateOrConfigureRigidBody(ref bulletRB, ref localInertia, shape, null);
                BulletSharp.Math.Vector3    pos = rb.GetCollisionObject().WorldTransform.Origin;
                BulletSharp.Math.Quaternion rot = rb.GetCollisionObject().WorldTransform.GetOrientation();
                BulletSharp.Math.Matrix.AffineTransformation(1f, ref rot, ref pos, out mm);
                bulletRB.WorldTransform = mm;
                World.AddRigidBody(bulletRB, rb.groupsIBelongTo, rb.collisionMask);
                if (rb == ballRb)
                {
                    bulletBallRb = bulletRB;
                    bulletRB.ApplyCentralImpulse(ballThrowForce.ToBullet());
                }
            }
        }

        //Step the simulation numberOfSimulationSteps times
        for (int i = 0; i < numberOfSimulationSteps; i++)
        {
            int numSteps = World.StepSimulation(1f / 60f, 10, 1f / 60f);
            ballPositions.Add(bulletBallRb.WorldTransform.Origin.ToUnity());
        }

        UnityEngine.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();
            }

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

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

        return(ballPositions);
    }
Esempio n. 8
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    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();
        }
    }
Esempio n. 9
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        protected void Dispose(bool disposing)
        {
            BDebug.Log(debugType, "BDynamicsWorld Disposing physics.");

            if (m_world != null)
            {
                //remove/dispose constraints
                int i;
                if (_ddWorld != null)
                {
                    for (i = _ddWorld.NumConstraints - 1; i >= 0; i--)
                    {
                        TypedConstraint constraint = _ddWorld.GetConstraint(i);
                        _ddWorld.RemoveConstraint(constraint);
                        if (constraint.Userobject is BTypedConstraint)
                        {
                            ((BTypedConstraint)constraint.Userobject).isInWorld = false;
                        }
                        if ((debugType & BDebug.DebugType.Debug) == BDebug.DebugType.Debug)
                        {
                            Debug.LogFormat("Removed Constaint {0}", constraint.Userobject);
                        }
                        constraint.Dispose();
                    }
                }

                //remove the rigidbodies from the dynamics world and delete them
                for (i = m_world.NumCollisionObjects - 1; i >= 0; i--)
                {
                    CollisionObject obj  = m_world.CollisionObjectArray[i];
                    RigidBody       body = obj as RigidBody;
                    if (body != null && body.MotionState != null)
                    {
                        body.MotionState.Dispose();
                    }
                    m_world.RemoveCollisionObject(obj);
                    if (obj.UserObject is BCollisionObject)
                    {
                        ((BCollisionObject)obj.UserObject).isInWorld = false;
                    }
                    if ((debugType & BDebug.DebugType.Debug) == BDebug.DebugType.Debug)
                    {
                        Debug.LogFormat("Removed CollisionObject {0}", obj.UserObject);
                    }
                    obj.Dispose();
                }

                if (m_world.DebugDrawer != null)
                {
                    if (m_world.DebugDrawer is IDisposable)
                    {
                        IDisposable dis = (IDisposable)m_world.DebugDrawer;
                        dis.Dispose();
                    }
                }

                m_world.Dispose();
                Broadphase.Dispose();
                Dispatcher.Dispose();
                CollisionConf.Dispose();
                _ddWorld = null;
                m_world  = null;
            }

            if (Broadphase != null)
            {
                Broadphase.Dispose();
                Broadphase = null;
            }
            if (Dispatcher != null)
            {
                Dispatcher.Dispose();
                Dispatcher = null;
            }
            if (CollisionConf != null)
            {
                CollisionConf.Dispose();
                CollisionConf = null;
            }
            if (Solver != null)
            {
                Solver.Dispose();
                Solver = null;
            }
            if (softBodyWorldInfo != null)
            {
                softBodyWorldInfo.Dispose();
                softBodyWorldInfo = null;
            }
            _isDisposed = true;
            singleton   = null;
        }
Esempio n. 10
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        protected void Dispose(bool disposing)
        {
            if (lateUpdateHelper != null)
            {
                lateUpdateHelper.m_ddWorld = null;
                lateUpdateHelper.m_world   = null;
            }
            if (m_world != null)
            {
                //remove/dispose constraints
                int i;
                if (_ddWorld != null)
                {
                    for (i = _ddWorld.NumConstraints - 1; i >= 0; i--)
                    {
                        TypedConstraint constraint = _ddWorld.GetConstraint(i);
                        _ddWorld.RemoveConstraint(constraint);
                        if (constraint.Userobject is BTypedConstraint)
                        {
                            ((BTypedConstraint)constraint.Userobject).m_isInWorld = false;
                        }
                        constraint.Dispose();
                    }
                }

                //remove the rigidbodies from the dynamics world and delete them
                for (i = m_world.NumCollisionObjects - 1; i >= 0; i--)
                {
                    CollisionObject obj  = m_world.CollisionObjectArray[i];
                    RigidBody       body = obj as RigidBody;
                    if (body != null && body.MotionState != null)
                    {
                        Debug.Assert(body.NumConstraintRefs == 0, "Rigid body still had constraints");
                        body.MotionState.Dispose();
                    }
                    m_world.RemoveCollisionObject(obj);
                    if (obj.UserObject is BCollisionObject)
                    {
                        ((BCollisionObject)obj.UserObject).isInWorld = false;
                    }
                    obj.Dispose();
                }

                if (m_world.DebugDrawer != null)
                {
                    if (m_world.DebugDrawer is IDisposable)
                    {
                        IDisposable dis = (IDisposable)m_world.DebugDrawer;
                        dis.Dispose();
                    }
                }

                m_world.Dispose();
                Broadphase.Dispose();
                Dispatcher.Dispose();
                CollisionConf.Dispose();
                _ddWorld = null;
                m_world  = null;
            }

            if (Broadphase != null)
            {
                Broadphase.Dispose();
                Broadphase = null;
            }
            if (Dispatcher != null)
            {
                Dispatcher.Dispose();
                Dispatcher = null;
            }
            if (CollisionConf != null)
            {
                CollisionConf.Dispose();
                CollisionConf = null;
            }
            if (constraintSolver != null)
            {
                constraintSolver.Dispose();
                constraintSolver = null;
            }
            if (softBodyWorldInfo != null)
            {
                softBodyWorldInfo.Dispose();
                softBodyWorldInfo = null;
            }
            _isDisposed = true;
            singleton   = null;
        }