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BulletSim: uplevel FixedShapeKey out of ShapeData structure (since it is getting simplified out of existance someday) and update all the references to same.
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@@ -409,7 +409,7 @@ public sealed class BSShapeCollection : IDisposable
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{
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// an avatar capsule is close to a native shape (it is not shared)
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ret = GetReferenceToNativeShape(prim, PhysicsShapeType.SHAPE_AVATAR,
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ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback);
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FixedShapeKey.KEY_CAPSULE, shapeCallback);
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DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape);
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ret = true;
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haveShape = true;
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@@ -464,7 +464,7 @@ public sealed class BSShapeCollection : IDisposable
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)
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{
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ret = GetReferenceToNativeShape(prim, PhysicsShapeType.SHAPE_SPHERE,
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ShapeData.FixedShapeKey.KEY_SPHERE, shapeCallback);
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FixedShapeKey.KEY_SPHERE, shapeCallback);
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DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}",
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prim.LocalID, forceRebuild, prim.PhysShape);
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}
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@@ -478,7 +478,7 @@ public sealed class BSShapeCollection : IDisposable
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)
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{
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ret = GetReferenceToNativeShape( prim, PhysicsShapeType.SHAPE_BOX,
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ShapeData.FixedShapeKey.KEY_BOX, shapeCallback);
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FixedShapeKey.KEY_BOX, shapeCallback);
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DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}",
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prim.LocalID, forceRebuild, prim.PhysShape);
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}
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@@ -519,7 +519,7 @@ public sealed class BSShapeCollection : IDisposable
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// Creates a native shape and assignes it to prim.BSShape.
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// "Native" shapes are never shared. they are created here and destroyed in DereferenceShape().
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private bool GetReferenceToNativeShape(BSPhysObject prim,
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PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey,
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PhysicsShapeType shapeType, FixedShapeKey shapeKey,
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ShapeDestructionCallback shapeCallback)
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{
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// release any previous shape
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@@ -539,7 +539,7 @@ public sealed class BSShapeCollection : IDisposable
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}
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private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, PhysicsShapeType shapeType,
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ShapeData.FixedShapeKey shapeKey)
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FixedShapeKey shapeKey)
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{
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BulletShape newShape;
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// Need to make sure the passed shape information is for the native type.
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@@ -894,7 +894,7 @@ public sealed class BSShapeCollection : IDisposable
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// While we figure out the real problem, stick a simple native shape on the object.
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BulletShape fillinShape =
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BuildPhysicalNativeShape(prim, PhysicsShapeType.SHAPE_BOX, ShapeData.FixedShapeKey.KEY_BOX);
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BuildPhysicalNativeShape(prim, PhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
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return fillinShape;
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}
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