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BulletSim: remove trailing white space to make git happier. No functional changes.
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@@ -224,42 +224,42 @@ public static class BulletSimData
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// As mentioned above, don't use the CollisionFilterGroups definitions directly in the code
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// but, instead, use references to this dictionary. Finding and debugging
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// collision flag problems will be made easier.
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public static Dictionary<CollisionType, CollisionTypeFilterGroup> CollisionTypeMasks
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public static Dictionary<CollisionType, CollisionTypeFilterGroup> CollisionTypeMasks
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= new Dictionary<CollisionType, CollisionTypeFilterGroup>()
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{
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{ CollisionType.Avatar,
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new CollisionTypeFilterGroup(CollisionType.Avatar,
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(uint)CollisionFilterGroups.BCharacterGroup,
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{ CollisionType.Avatar,
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new CollisionTypeFilterGroup(CollisionType.Avatar,
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(uint)CollisionFilterGroups.BCharacterGroup,
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(uint)CollisionFilterGroups.BAllGroup)
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},
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{ CollisionType.Groundplane,
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new CollisionTypeFilterGroup(CollisionType.Groundplane,
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(uint)CollisionFilterGroups.BGroundPlaneGroup,
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{ CollisionType.Groundplane,
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new CollisionTypeFilterGroup(CollisionType.Groundplane,
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(uint)CollisionFilterGroups.BGroundPlaneGroup,
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(uint)CollisionFilterGroups.BAllGroup)
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},
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{ CollisionType.Terrain,
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new CollisionTypeFilterGroup(CollisionType.Terrain,
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(uint)CollisionFilterGroups.BTerrainGroup,
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{ CollisionType.Terrain,
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new CollisionTypeFilterGroup(CollisionType.Terrain,
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(uint)CollisionFilterGroups.BTerrainGroup,
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(uint)(CollisionFilterGroups.BAllGroup & ~CollisionFilterGroups.BStaticGroup))
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},
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{ CollisionType.Static,
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new CollisionTypeFilterGroup(CollisionType.Static,
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(uint)CollisionFilterGroups.BStaticGroup,
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{ CollisionType.Static,
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new CollisionTypeFilterGroup(CollisionType.Static,
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(uint)CollisionFilterGroups.BStaticGroup,
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(uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup))
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},
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{ CollisionType.Dynamic,
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new CollisionTypeFilterGroup(CollisionType.Dynamic,
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(uint)CollisionFilterGroups.BSolidGroup,
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{ CollisionType.Dynamic,
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new CollisionTypeFilterGroup(CollisionType.Dynamic,
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(uint)CollisionFilterGroups.BSolidGroup,
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(uint)(CollisionFilterGroups.BAllGroup))
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},
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{ CollisionType.VolumeDetect,
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new CollisionTypeFilterGroup(CollisionType.VolumeDetect,
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(uint)CollisionFilterGroups.BSensorTrigger,
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{ CollisionType.VolumeDetect,
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new CollisionTypeFilterGroup(CollisionType.VolumeDetect,
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(uint)CollisionFilterGroups.BSensorTrigger,
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(uint)(~CollisionFilterGroups.BSensorTrigger))
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},
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{ CollisionType.LinksetChild,
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new CollisionTypeFilterGroup(CollisionType.LinksetChild,
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(uint)CollisionFilterGroups.BLinksetChildGroup,
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new CollisionTypeFilterGroup(CollisionType.LinksetChild,
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(uint)CollisionFilterGroups.BLinksetChildGroup,
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(uint)(CollisionFilterGroups.BNoneGroup))
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// (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup))
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},
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