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BulletSim: rename BSBody and BSShape to PhysBody and PhysShape. Add skeleton of BSLinksetCompound.
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@@ -68,9 +68,9 @@ public abstract class BSPhysObject : PhysicsActor
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public abstract void UpdatePhysicalMassProperties(float mass);
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// Reference to the physical body (btCollisionObject) of this object
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public BulletBody BSBody;
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public BulletBody PhysBody;
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// Reference to the physical shape (btCollisionShape) of this object
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public BulletShape BSShape;
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public BulletShape PhysShape;
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// 'true' if the mesh's underlying asset failed to build.
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// This will keep us from looping after the first time the build failed.
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@@ -206,7 +206,7 @@ public abstract class BSPhysObject : PhysicsActor
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PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate()
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{
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CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
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CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
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});
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}
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else
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@@ -220,7 +220,7 @@ public abstract class BSPhysObject : PhysicsActor
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SubscribedEventsMs = 0;
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PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate()
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{
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CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
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CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
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});
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}
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// Return 'true' if the simulator wants collision events
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