BulletSim: remove some errors on shutdown by moving terrain destruction until after physical object destruction. TerrainManager also made disposable and that feature used.
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ace1f1e931
commit
f3b1efd889
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@ -349,8 +349,6 @@ public sealed 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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TerrainManager.ReleaseGroundPlaneAndTerrain();
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foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects)
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{
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kvp.Value.Destroy();
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@ -370,6 +368,13 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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Shapes = null;
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}
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if (TerrainManager != null)
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{
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TerrainManager.ReleaseGroundPlaneAndTerrain();
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TerrainManager.Dispose();
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TerrainManager = null;
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}
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// Anything left in the unmanaged code should be cleaned out
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BulletSimAPI.Shutdown2(World.ptr);
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@ -67,7 +67,7 @@ public abstract class BSTerrainPhys : IDisposable
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}
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// ==========================================================================================
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public sealed class BSTerrainManager
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public sealed class BSTerrainManager : IDisposable
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{
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static string LogHeader = "[BULLETSIM TERRAIN MANAGER]";
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@ -122,6 +122,11 @@ public sealed class BSTerrainManager
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MegaRegionParentPhysicsScene = null;
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}
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public void Dispose()
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{
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ReleaseGroundPlaneAndTerrain();
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}
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// Create the initial instance of terrain and the underlying ground plane.
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// This is called from the initialization routine so we presume it is
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// safe to call Bullet in real time. We hope no one is moving prims around yet.
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@ -366,6 +371,9 @@ public sealed class BSTerrainManager
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{
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PhysicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}",
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LogHeader, PhysicsScene.RegionName, tX, tY);
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DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXYZ,terrainNotFound,loc={1},base={2}",
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BSScene.DetailLogZero, loc, terrainBaseXYZ);
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Util.PrintCallStack(); // DEBUG DEBUG DEBUG
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}
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}
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lastHeight = ret;
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