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BulletSim: Terrain sets proper collision flags on creation.
Static objects are set to ISLAND_SLEEPING rather than DISABLE_SIMULATION.
Might reconsider this and, alternatively, have dynamic objects force activation.
Clean up use of DetailLog().
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@@ -121,8 +121,8 @@ public abstract class BSPhysObject : PhysicsActor
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// if someone has subscribed for collision events....
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if (SubscribedEvents()) {
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CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
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DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}",
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LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth);
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// DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}",
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// LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth);
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ret = true;
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}
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@@ -151,7 +151,7 @@ public abstract class BSPhysObject : PhysicsActor
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PhysicsScene.ObjectsWithNoMoreCollisions.Add(this);
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}
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DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count);
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// DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count);
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base.SendCollisionUpdate(CollisionCollection);
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// The collisionCollection structure is passed around in the simulator.
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@@ -163,7 +163,7 @@ public abstract class BSPhysObject : PhysicsActor
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// Subscribe for collision events.
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// Parameter is the millisecond rate the caller wishes collision events to occur.
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public override void SubscribeEvents(int ms) {
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DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms);
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// DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms);
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SubscribedEventsMs = ms;
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if (ms > 0)
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{
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@@ -182,7 +182,7 @@ public abstract class BSPhysObject : PhysicsActor
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}
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}
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public override void UnSubscribeEvents() {
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DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName);
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// DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName);
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SubscribedEventsMs = 0;
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PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate()
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{
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