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BulletSim: Add RawPosition and RawOrientation to BSPhysObject and rename MassRaw to RawMass. Fix BSShapeCollection to use Raw* for creating the body to eliminate exception from referencing the physical body before it has been created.
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@@ -63,7 +63,7 @@ public abstract class BSPhysObject : PhysicsActor
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public BSLinkset Linkset { get; set; }
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// Return the object mass without calculating it or having side effects
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public abstract float MassRaw { get; }
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public abstract float RawMass { get; }
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// Set the raw mass but also update physical mass properties (inertia, ...)
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public abstract void UpdatePhysicalMassProperties(float mass);
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@@ -105,8 +105,10 @@ public abstract class BSPhysObject : PhysicsActor
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// Tell the object to clean up.
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public abstract void Destroy();
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public abstract OMV.Vector3 RawPosition { get; set; }
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public abstract OMV.Vector3 ForcePosition { get; set; }
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public abstract OMV.Quaternion RawOrientation { get; set; }
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public abstract OMV.Quaternion ForceOrientation { get; set; }
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public abstract OMV.Vector3 ForceVelocity { get; set; }
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