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C# PhysX.Dispose方法代码示例

本文整理汇总了C#中PhysX.Dispose方法的典型用法代码示例。如果您正苦于以下问题:C# PhysX.Dispose方法的具体用法?C# PhysX.Dispose怎么用?C# PhysX.Dispose使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在PhysX的用法示例。


在下文中一共展示了PhysX.Dispose方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: DeleteActor

        private void DeleteActor(PhysX.RigidActor oldActor, PhysicsShape oldShape, bool wasPhysical, DeleteActorFlags flags)
        {
            if (oldActor != null)
            {
                if (_touchCounts.IsValueCreated)
                {
                    SendCollisionEndToContactedObjects();
                    _touchCounts.Value.Clear();
                }

                _scene.ForEachCharacter((PhysxCharacter character) =>
                {
                    character.InvalidateControllerCacheIfContacting(this);
                }
                );

                _scene.SceneImpl.RemoveActor(oldActor);
                oldActor.Dispose();

                if ((flags & DeleteActorFlags.DestroyPrimaryMaterial) != 0)
                {
                    _properties.PhysxMaterial.CheckedDispose();
                }

                if ((flags & DeleteActorFlags.DestroyChildMaterials) != 0)
                {
                    //also dispose child prim materials
                    foreach (PhysxPrim prim in _childShapes.Keys)
                    {
                        prim._properties.PhysxMaterial.CheckedDispose();
                    }
                }

                //unref our old shape
                if (oldShape != null)
                {
                    _scene.MeshingStageImpl.UnrefShape(oldShape, wasPhysical);

                    if ((flags & DeleteActorFlags.UnrefChildShapes) != 0)
                    {
                        //unref child shapes
                        foreach (RelatedShapes childShapes in _childShapes.Values)
                        {
                            _scene.MeshingStageImpl.UnrefShape(childShapes.ChildShape, wasPhysical);
                        }
                    }
                }

                //everyone watching us for delete should be informed
                Action<PhysxPrim> onDel = this.OnDeleted;
                if (onDel != null)
                {
                    onDel(this);
                    foreach (Action<PhysxPrim> act in onDel.GetInvocationList())
                    {
                        onDel -= act;
                    }
                }

                if (_primsBeingWatchedForDeletes.IsValueCreated)
                {
                    foreach (var prim in _primsBeingWatchedForDeletes.Value)
                    {
                        prim.OnDeleted -= new Action<PhysxPrim>(other_OnDeleted);
                    }

                    _primsBeingWatchedForDeletes = new Lazy<List<PhysxPrim>>();
                }

                //no matter if we're unreffing or not, the actual child shape list is now invalid becase
                //these shapes were part of our old physx actor
                _childShapes.Clear();
                _shapeToPrimIndex.Clear();
                _primaryShapes.Clear();
            }
        }
开发者ID:digitalmystic,项目名称:halcyon,代码行数:76,代码来源:PhysxPrim.cs


注:本文中的PhysX.Dispose方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。