public void OnDestroy() { Physics.RemoveCollisionObject(_collisionObject); /*gImpactMesh.MotionState.Dispose(); * triangleMesh.MotionState.Dispose(); * gImpactMesh.Dispose(); * triangleMesh.Dispose();*/ //gImpactMeshShape.Dispose(); triangleMeshShape.Dispose(); //indexVertexArray.Dispose(); indexVertexArray2.Dispose(); MeshVertices.Clear(); MeshIndices.Clear(); }
public void TearDown() { world.RemoveRigidBody(gImpactMesh); world.RemoveRigidBody(triangleMesh); gImpactMesh.MotionState.Dispose(); triangleMesh.MotionState.Dispose(); gImpactMesh.Dispose(); triangleMesh.Dispose(); gImpactMeshShape.Dispose(); triangleMeshShape.Dispose(); indexVertexArray.Dispose(); indexVertexArray2.Dispose(); world.Dispose(); dispatcher.Dispose(); broadphase.Dispose(); conf.Dispose(); }