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hub / github.com/NVIDIAGameWorks/PhysX / ~PruningStructure

Method ~PruningStructure

physx/source/scenequery/src/SqPruningStructure.cpp:75–96  ·  view source on GitHub ↗

/////////////////////////////////////////////////////////////////////

Source from the content-addressed store, hash-verified

73
74//////////////////////////////////////////////////////////////////////////
75PruningStructure::~PruningStructure()
76{
77 if(getBaseFlags() & PxBaseFlag::eOWNS_MEMORY)
78 {
79 for (PxU32 i = 0; i < 2; i++)
80 {
81 if(mAABBTreeIndices[i])
82 {
83 PX_FREE(mAABBTreeIndices[i]);
84 }
85 if (mAABBTreeNodes[i])
86 {
87 PX_FREE(mAABBTreeNodes[i]);
88 }
89 }
90
91 if(mActors)
92 {
93 PX_FREE(mActors);
94 }
95 }
96}
97
98//////////////////////////////////////////////////////////////////////////
99void PruningStructure::release()

Callers 1

releaseMethod · 0.95

Calls

no outgoing calls

Tested by

no test coverage detected