diff options
Diffstat (limited to 'OpenSim/Region')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 25 |
1 files changed, 13 insertions, 12 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index f63ad95..cacab01 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -511,12 +511,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
511 | // long simulateTotalTime = Util.EnvironmentTickCountSubtract(simulateStartTime); | 511 | // long simulateTotalTime = Util.EnvironmentTickCountSubtract(simulateStartTime); |
512 | // return (timeStep * (float)simulateTotalTime); | 512 | // return (timeStep * (float)simulateTotalTime); |
513 | 513 | ||
514 | // TODO: FIX THIS: fps calculation possibly wrong. | 514 | // TODO: FIX THIS: fps calculation possibly wrong. |
515 | // This calculation says 1/timeStep is the ideal frame rate. Any time added to | 515 | // This calculation says 1/timeStep is the ideal frame rate. Any time added to |
516 | // that by the physics simulation gives a slower frame rate. | 516 | // that by the physics simulation gives a slower frame rate. |
517 | long totalSimulationTime = Util.EnvironmentTickCountSubtract(simulateStartTime); | 517 | long totalSimulationTime = Util.EnvironmentTickCountSubtract(simulateStartTime); |
518 | if (totalSimulationTime >= timeStep) | 518 | if (totalSimulationTime >= timeStep) |
519 | return 0; | 519 | return 0; |
520 | return 1f / (timeStep + totalSimulationTime); | 520 | return 1f / (timeStep + totalSimulationTime); |
521 | } | 521 | } |
522 | 522 | ||
@@ -595,12 +595,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
595 | // make sure no stepping happens while we're deleting stuff | 595 | // make sure no stepping happens while we're deleting stuff |
596 | m_initialized = false; | 596 | m_initialized = false; |
597 | 597 | ||
598 | if (m_constraintCollection != null) | ||
599 | { | ||
600 | m_constraintCollection.Dispose(); | ||
601 | m_constraintCollection = null; | ||
602 | } | ||
603 | |||
604 | foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars) | 598 | foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars) |
605 | { | 599 | { |
606 | kvp.Value.Destroy(); | 600 | kvp.Value.Destroy(); |
@@ -613,6 +607,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
613 | } | 607 | } |
614 | m_prims.Clear(); | 608 | m_prims.Clear(); |
615 | 609 | ||
610 | // Now that the prims are all cleaned up, there should be no constraints left | ||
611 | if (m_constraintCollection != null) | ||
612 | { | ||
613 | m_constraintCollection.Dispose(); | ||
614 | m_constraintCollection = null; | ||
615 | } | ||
616 | |||
616 | // Anything left in the unmanaged code should be cleaned out | 617 | // Anything left in the unmanaged code should be cleaned out |
617 | BulletSimAPI.Shutdown(WorldID); | 618 | BulletSimAPI.Shutdown(WorldID); |
618 | 619 | ||