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BulletSim: move over and port the interface for BulletXNA.
Copied BulletSNPlugin.BulletSimAPI to a new BulletSPlugin.BSAPIXNA.cs and then modifyed the latter to comply with the BSAPITemplate definition. Not totally debugged but the code is all there for an INI variable to select either unmanaged C++ Bullet or the C# version of Bullet.
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@@ -141,7 +141,7 @@ public sealed class BSShapeCollection : IDisposable
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if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,newBody,body={1}", body.ID, body);
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PhysicsScene.TaintedObject(inTaintTime, "BSShapeCollection.ReferenceBody", delegate()
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{
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if (!PhysicsScene.PE.IsInWorld(body))
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if (!PhysicsScene.PE.IsInWorld(PhysicsScene.World, body))
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{
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PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, body);
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if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,addedToWorld,ref={1}", body.ID, body);
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@@ -166,7 +166,7 @@ public sealed class BSShapeCollection : IDisposable
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// If the caller needs to know the old body is going away, pass the event up.
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if (bodyCallback != null) bodyCallback(body);
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if (PhysicsScene.PE.IsInWorld(body))
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if (PhysicsScene.PE.IsInWorld(PhysicsScene.World, body))
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{
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PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, body);
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if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,removingFromWorld. Body={1}", body.ID, body);
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