BulletSim: add skeleton classes for shape objectification. This will eventually replace all the if's and switches in ShapeCollection with polymorphism.
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyrightD
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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public abstract class BSShape
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{
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public IntPtr ptr { get; set; }
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public ShapeData.PhysicsShapeType type { get; set; }
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public System.UInt64 key { get; set; }
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public int referenceCount { get; set; }
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public DateTime lastReferenced { get; set; }
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protected void Initialize()
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{
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ptr = IntPtr.Zero;
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type = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN;
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key = 0;
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referenceCount = 0;
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lastReferenced = DateTime.Now;
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}
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// Get a reference to a physical shape. Create if it doesn't exist
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public static BSShape GetShapeReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
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{
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BSShape ret = null;
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if (prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
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{
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// an avatar capsule is close to a native shape (it is not shared)
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ret = BSShapeNative.GetReference(physicsScene, prim, ShapeData.PhysicsShapeType.SHAPE_AVATAR,
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ShapeData.FixedShapeKey.KEY_CAPSULE);
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physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret);
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}
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// Compound shapes are handled special as they are rebuilt from scratch.
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// This isn't too great a hardship since most of the child shapes will already been created.
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if (ret == null && prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_COMPOUND)
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{
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// Getting a reference to a compound shape gets you the compound shape with the root prim shape added
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ret = BSShapeCompound.GetReference(prim);
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physicsScene.DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, ret);
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}
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if (ret == null)
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ret = GetShapeReferenceNonSpecial(physicsScene, forceRebuild, prim);
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return ret;
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}
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public static BSShape GetShapeReferenceNonSpecial(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
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{
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return null;
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}
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public static BSShape GetShapeReferenceNonNative(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
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{
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return null;
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}
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// Release the use of a physical shape.
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public abstract void Dereference(BSScene physicsScene);
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// All shapes have a static call to get a reference to the physical shape
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// protected abstract static BSShape GetReference();
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public override string ToString()
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{
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StringBuilder buff = new StringBuilder();
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buff.Append("<p=");
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buff.Append(ptr.ToString("X"));
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buff.Append(",s=");
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buff.Append(type.ToString());
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buff.Append(",k=");
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buff.Append(key.ToString("X"));
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buff.Append(",c=");
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buff.Append(referenceCount.ToString());
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buff.Append(">");
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return buff.ToString();
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}
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}
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public class BSShapeNull : BSShape
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{
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public BSShapeNull()
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{
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base.Initialize();
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}
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public static BSShape GetReference() { return new BSShapeNull(); }
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public override void Dereference(BSScene physicsScene) { /* The magic of garbage collection will make this go away */ }
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}
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public class BSShapeNative : BSShape
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{
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private static string LogHeader = "[BULLETSIM SHAPE NATIVE]";
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public BSShapeNative()
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{
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base.Initialize();
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}
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public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim,
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ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey)
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{
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// Native shapes are not shared and are always built anew.
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return new BSShapeNative(physicsScene, prim, shapeType, shapeKey);
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}
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private BSShapeNative(BSScene physicsScene, BSPhysObject prim,
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ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey)
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{
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ShapeData nativeShapeData = new ShapeData();
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nativeShapeData.Type = shapeType;
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nativeShapeData.ID = prim.LocalID;
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nativeShapeData.Scale = prim.Scale;
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nativeShapeData.Size = prim.Scale;
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nativeShapeData.MeshKey = (ulong)shapeKey;
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nativeShapeData.HullKey = (ulong)shapeKey;
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if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
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{
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ptr = BulletSimAPI.BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale);
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physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale);
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}
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else
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{
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ptr = BulletSimAPI.BuildNativeShape2(physicsScene.World.ptr, nativeShapeData);
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}
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if (ptr == IntPtr.Zero)
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{
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physicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}",
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LogHeader, prim.LocalID, shapeType);
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}
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type = shapeType;
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key = (UInt64)shapeKey;
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}
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// Make this reference to the physical shape go away since native shapes are not shared.
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public override void Dereference(BSScene physicsScene)
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{
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// Native shapes are not tracked and are released immediately
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physicsScene.DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this);
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BulletSimAPI.DeleteCollisionShape2(physicsScene.World.ptr, ptr);
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ptr = IntPtr.Zero;
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// Garbage collection will free up this instance.
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}
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}
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public class BSShapeMesh : BSShape
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{
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private static string LogHeader = "[BULLETSIM SHAPE MESH]";
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private static Dictionary<System.UInt64, BSShapeMesh> Meshes = new Dictionary<System.UInt64, BSShapeMesh>();
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public BSShapeMesh()
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{
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base.Initialize();
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}
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public static BSShape GetReference() { return new BSShapeNull(); }
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public override void Dereference(BSScene physicsScene) { }
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}
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public class BSShapeHull : BSShape
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{
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private static string LogHeader = "[BULLETSIM SHAPE HULL]";
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private static Dictionary<System.UInt64, BSShapeHull> Hulls = new Dictionary<System.UInt64, BSShapeHull>();
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public BSShapeHull()
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{
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base.Initialize();
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}
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public static BSShape GetReference() { return new BSShapeNull(); }
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public override void Dereference(BSScene physicsScene) { }
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}
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public class BSShapeCompound : BSShape
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{
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private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]";
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public BSShapeCompound()
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{
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base.Initialize();
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}
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public static BSShape GetReference(BSPhysObject prim)
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{
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return new BSShapeNull();
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}
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public override void Dereference(BSScene physicsScene) { }
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}
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}
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