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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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@@ -98,7 +98,7 @@ public sealed class BSShapeCollection : IDisposable
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// higher level dependencies on the shape or body. Mostly used for LinkSets to
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// remove the physical constraints before the body is destroyed.
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// Called at taint-time!!
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public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim,
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public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim,
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ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback)
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{
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PhysicsScene.AssertInTaintTime("BSShapeCollection.GetBodyAndShape");
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@@ -126,7 +126,7 @@ public sealed class BSShapeCollection : IDisposable
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return ret;
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}
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public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim)
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public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim)
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{
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return GetBodyAndShape(forceRebuild, sim, prim, null, null);
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}
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@@ -918,7 +918,7 @@ public sealed class BSShapeCollection : IDisposable
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// Updates prim.BSBody with the information about the new body if one is created.
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// Returns 'true' if an object was actually created.
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// Called at taint-time.
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private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletSim sim, BulletShape shape,
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private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletWorld sim, BulletShape shape,
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BodyDestructionCallback bodyCallback)
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{
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bool ret = false;
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