private removeFromWorld ( OpenSim.Region.Physics.BulletDotNETPlugin.BulletDotNETPrim prm, BulletDotNET.btRigidBody body ) : void | ||
prm | OpenSim.Region.Physics.BulletDotNETPlugin.BulletDotNETPrim | |
body | BulletDotNET.btRigidBody | |
return | void |
internal void removeFromWorld(BulletDotNETPrim prm ,btRigidBody body)
{
lock (m_prims)
{
if (m_prims.Contains(prm))
{
m_world.removeRigidBody(body);
}
remActivePrim(prm);
m_primsLocalID.Remove(prm.m_localID);
m_prims.Remove(prm);
}
}
BulletDotNETScene::removeFromWorld ( BulletDotNET.btRigidBody body ) : void |
internal void Dispose() { if (Body.isInWorld()) { m_parent_scene.removeFromWorld(Body); } if (m_aMotor.Handle != IntPtr.Zero) { m_parent_scene.getBulletWorld().removeConstraint(m_aMotor); } m_aMotor.Dispose(); m_aMotor = null; ClosestCastResult.Dispose(); ClosestCastResult = null; Body.Dispose(); Body = null; Shell.Dispose(); Shell = null; tempQuat1.Dispose(); tempTrans1.Dispose(); tempVector1.Dispose(); tempVector2.Dispose(); tempVector3.Dispose(); tempVector4.Dispose(); tempVector5RayCast.Dispose(); tempVector6RayCast.Dispose(); }