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BulletSim: Rename some of the interface structures (BulletWorld, ...)
to get ready for... Start creation of BulletAPITemplate. This defines the abstract interface functions. Following commits will move over to the new interface. This will enable switching between the managed and unmanaged version of Bullet.
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@@ -74,7 +74,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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public IMesher mesher;
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public uint WorldID { get; private set; }
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public BulletSim World { get; private set; }
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public BulletWorld World { get; private set; }
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// All the constraints that have been allocated in this instance.
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public BSConstraintCollection Constraints { get; private set; }
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@@ -242,7 +242,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
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// m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader);
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World = new BulletSim(0, this, BulletSimAPI.Initialize2(worldExtent, m_paramsHandle.AddrOfPinnedObject(),
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World = new BulletWorld(0, this, BulletSimAPI.Initialize2(worldExtent, m_paramsHandle.AddrOfPinnedObject(),
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m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(),
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m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject(),
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m_DebugLogCallbackHandle));
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