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C# DefaultCollisionConfiguration.Dispose方法代码示例

本文整理汇总了C#中BulletSharp.DefaultCollisionConfiguration.Dispose方法的典型用法代码示例。如果您正苦于以下问题:C# DefaultCollisionConfiguration.Dispose方法的具体用法?C# DefaultCollisionConfiguration.Dispose怎么用?C# DefaultCollisionConfiguration.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BulletSharp.DefaultCollisionConfiguration的用法示例。


在下文中一共展示了DefaultCollisionConfiguration.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: Start

    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);
        World.Gravity = new BulletSharp.Math.Vector3(0, -10, 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);

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

            Matrix trans;
            fallRigidBody.GetWorldTransform(out trans);

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

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

        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();
            }

            //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();
        }
    }
开发者ID:RainsSoft,项目名称:BulletSharpUnity3d,代码行数:92,代码来源:SimpleOfflineSimulation.cs


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