BulletSim: fix problem of a null reference exception on shutdown if there were linksets in the region.
parent
77a7758cf5
commit
257446889b
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@ -511,12 +511,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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// long simulateTotalTime = Util.EnvironmentTickCountSubtract(simulateStartTime);
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// return (timeStep * (float)simulateTotalTime);
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// TODO: FIX THIS: fps calculation possibly wrong.
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// This calculation says 1/timeStep is the ideal frame rate. Any time added to
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// that by the physics simulation gives a slower frame rate.
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long totalSimulationTime = Util.EnvironmentTickCountSubtract(simulateStartTime);
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if (totalSimulationTime >= timeStep)
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return 0;
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// TODO: FIX THIS: fps calculation possibly wrong.
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// This calculation says 1/timeStep is the ideal frame rate. Any time added to
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// that by the physics simulation gives a slower frame rate.
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long totalSimulationTime = Util.EnvironmentTickCountSubtract(simulateStartTime);
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if (totalSimulationTime >= timeStep)
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return 0;
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return 1f / (timeStep + totalSimulationTime);
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}
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@ -595,12 +595,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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// make sure no stepping happens while we're deleting stuff
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m_initialized = false;
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if (m_constraintCollection != null)
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{
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m_constraintCollection.Dispose();
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m_constraintCollection = null;
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}
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foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars)
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{
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kvp.Value.Destroy();
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@ -613,6 +607,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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}
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m_prims.Clear();
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// Now that the prims are all cleaned up, there should be no constraints left
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if (m_constraintCollection != null)
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{
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m_constraintCollection.Dispose();
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m_constraintCollection = null;
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}
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// Anything left in the unmanaged code should be cleaned out
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BulletSimAPI.Shutdown(WorldID);
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