BulletSim: fix logic for enabling unmanaged code debug messages.
Free pinned memory when physics engine is unloaded.user_profiles
parent
edf198b766
commit
0374b2a0b4
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@ -166,7 +166,7 @@ public override BulletWorld Initialize(Vector3 maxPosition, ConfigurationParamet
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// If Debug logging level, enable logging from the unmanaged code
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m_DebugLogCallbackHandle = null;
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if (BSScene.m_log.IsDebugEnabled || PhysicsScene.PhysicsLogging.Enabled)
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if (BSScene.m_log.IsDebugEnabled && PhysicsScene.PhysicsLogging.Enabled)
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{
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BSScene.m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", BSScene.LogHeader);
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if (PhysicsScene.PhysicsLogging.Enabled)
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@ -212,6 +212,19 @@ public override void Shutdown(BulletWorld world)
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{
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BulletWorldUnman worldu = world as BulletWorldUnman;
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BSAPICPP.Shutdown2(worldu.ptr);
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if (m_paramsHandle.IsAllocated)
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{
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m_paramsHandle.Free();
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}
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if (m_collisionArrayPinnedHandle.IsAllocated)
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{
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m_collisionArrayPinnedHandle.Free();
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}
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if (m_updateArrayPinnedHandle.IsAllocated)
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{
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m_updateArrayPinnedHandle.Free();
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}
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}
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public override bool PushUpdate(BulletBody obj)
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