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BulletSim: many, many detailed logging messages for physical linkset
debugging. Linkset bugs fixed where accounting of children would get lost. Moved scene based vehicle tracking logic from prim to the scene. Added GetCollisionFlags2 method to BulletSimAPI. Updated DLLs and SOs.
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@@ -68,6 +68,8 @@ public class BSConstraintCollection : IDisposable
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// There is only one constraint between any bodies. Remove any old just to make sure.
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RemoveAndDestroyConstraint(cons.Body1, cons.Body2);
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m_world.scene.DetailLog("{0},BSConstraintCollection.AddConstraint,call,body1={1},body2={2}", BSScene.DetailLogZero, cons.Body1.ID, cons.Body2.ID);
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m_constraints.Add(cons);
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return true;
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@@ -108,6 +110,7 @@ public class BSConstraintCollection : IDisposable
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if (this.TryGetConstraint(body1, body2, out constrain))
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{
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m_world.scene.DetailLog("{0},BSConstraintCollection.RemoveAndDestroyConstraint,taint,body1={1},body2={2}", BSScene.DetailLogZero, body1.ID, body2.ID);
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// remove the constraint from our collection
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m_constraints.Remove(constrain);
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// tell the engine that all its structures need to be freed
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@@ -148,10 +151,11 @@ public class BSConstraintCollection : IDisposable
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public bool RecalculateAllConstraints()
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{
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foreach (BSConstraint constrain in m_constraints)
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ForEachConstraint(delegate(BSConstraint constrain)
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{
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constrain.CalculateTransforms();
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}
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return false;
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});
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return true;
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}
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