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BulletSim: Fix crash when linking large physical linksets.
Properly remove and restore linkage constraints when upgrading
a prim's mesh to a hull.
Lots more debug logging.
Definitions and use of Bullet structure dumping.
Centralize detail logging so a Flush() can be added for debugging.
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@@ -192,8 +192,9 @@ public struct ShapeData
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SHAPE_SPHERE = 5,
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SHAPE_MESH = 6,
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SHAPE_HULL = 7,
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SHAPE_GROUNDPLANE = 8,
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SHAPE_TERRAIN = 9,
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// following defined by BulletSim
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SHAPE_GROUNDPLANE = 20,
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SHAPE_TERRAIN = 21,
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};
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public uint ID;
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public PhysicsShapeType Type;
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@@ -1107,6 +1108,15 @@ public static extern float GetMargin2(IntPtr shape);
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[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
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public static extern void DumpRigidBody2(IntPtr sim, IntPtr collisionObject);
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[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
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public static extern void DumpCollisionShape2(IntPtr sim, IntPtr collisionShape);
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[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
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public static extern void DumpConstraint2(IntPtr sim, IntPtr constrain);
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[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
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public static extern void DumpAllInfo2(IntPtr sim);
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[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
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public static extern void DumpMapInfo2(IntPtr sim, IntPtr manInfo);
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