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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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@@ -58,7 +58,7 @@ public abstract class BSShape
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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 = BSShapeNative.GetReference(physicsScene, prim, PhysicsShapeType.SHAPE_AVATAR,
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ShapeData.FixedShapeKey.KEY_CAPSULE);
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FixedShapeKey.KEY_CAPSULE);
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physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret);
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}
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@@ -123,14 +123,14 @@ public class BSShapeNative : BSShape
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{
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}
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public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim,
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PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey)
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PhysicsShapeType shapeType, FixedShapeKey shapeKey)
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{
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// Native shapes are not shared and are always built anew.
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return new BSShapeNative(physicsScene, prim, shapeType, shapeKey);
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}
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private BSShapeNative(BSScene physicsScene, BSPhysObject prim,
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PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey)
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PhysicsShapeType shapeType, FixedShapeKey shapeKey)
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{
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ShapeData nativeShapeData = new ShapeData();
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nativeShapeData.Type = shapeType;
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