public void TearDown() { world.Dispose(); dispatcher.Dispose(); broadphase.Dispose(); conf.Dispose(); }
public void TearDown() { world.RemoveSoftBody(softBody); softBody.Dispose(); softBodyWorldInfo.Dispose(); world.Dispose(); solver.Dispose(); broadphase.Dispose(); dispatcher.Dispose(); conf.Dispose(); }
public void TearDown() { world.RemoveRigidBody(body1); world.RemoveRigidBody(body2); boxShape.Dispose(); body1.MotionState.Dispose(); body2.MotionState.Dispose(); body1.Dispose(); body2.Dispose(); ghostObject.Dispose(); world.Dispose(); dispatcher.Dispose(); broadphase.Dispose(); conf.Dispose(); }
public void TearDown() { world.RemoveRigidBody(compound); compound.MotionState.Dispose(); ground.Dispose(); groundShape.Dispose(); compound.Dispose(); boxShape.Dispose(); boxShape2.Dispose(); boxShape3.Dispose(); compoundShape.Dispose(); compoundShape2.Dispose(); world.Dispose(); dispatcher.Dispose(); broadphase.Dispose(); conf.Dispose(); }
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(); }
public void TearDown() { world.RemoveRigidBody(body1); world.RemoveRigidBody(body2); body1.CollisionShape.Dispose(); body2.CollisionShape.Dispose(); body1.MotionState.Dispose(); body2.MotionState.Dispose(); body1.Dispose(); body2.Dispose(); broadphase.OverlappingPairUserCallback.Dispose(); broadphase.OverlappingPairUserCallback = null; world.Dispose(); dispatcher.Dispose(); broadphase.Dispose(); conf.Dispose(); }