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BulletSim: first version of raycast. Only single contact point and no
filtering.
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@@ -75,8 +75,6 @@ public sealed class BSShapeCollection : IDisposable
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// Called at taint-time.
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public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim, PhysicalDestructionCallback bodyCallback)
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{
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m_physicsScene.AssertNotInSimulationTime("BSShapeCollection.GetBodyAndShape");
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bool ret = false;
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// This lock could probably be pushed down lower but building shouldn't take long
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@@ -346,8 +344,6 @@ public sealed class BSShapeCollection : IDisposable
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if (!body.HasPhysicalBody)
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return;
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m_physicsScene.AssertNotInSimulationTime("BSShapeCollection.DereferenceBody");
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lock (m_collectionActivityLock)
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{
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if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody,body={1}", body.ID, body);
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