BulletSim: Add some comments (gasp) and log messages.
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			@ -98,6 +98,10 @@ public abstract class BSConstraint : IDisposable
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            {
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                // m_world.scene.PhysicsLogging.Write("{0},BSConstraint.RecomputeConstraintVariables,taint,enabling,A={1},B={2}",
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                //                 BSScene.DetailLogZero, Body1.ID, Body2.ID);
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                // Setting an object's mass to zero (making it static like when it's selected)
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                //     automatically disables the constraints.
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                // If enabled, be sure to set the constraint itself to enabled.
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                BulletSimAPI.SetConstraintEnable2(m_constraint.Ptr, m_world.scene.NumericBool(true));
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            }
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            else
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			@ -245,8 +245,8 @@ public class BSLinkset
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                    //    their constraints have not been created yet.
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                    // Caused by the fact that m_children is built at run time but building constraints
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                    //    happens at taint time.
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                    // m_physicsScene.Logger.ErrorFormat("[BULLETSIM LINKSET] RecomputeLinksetConstraintVariables: constraint not found for root={0}, child={1}",
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                    //                                 m_linksetRoot.Body.ID, child.Body.ID);
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                    // m_physicsScene.Logger.ErrorFormat("{0} RecomputeLinksetConstraintVariables: constraint not found for root={1}, child={2}",
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                    //                                 LogHeader, m_linksetRoot.Body.ID, child.Body.ID);
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                }
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            }
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        }
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			@ -472,6 +472,10 @@ public sealed class BSPrim : BSPhysObject
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    // Make gravity work if the object is physical and not selected
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    // No locking here because only called when it is safe
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        // There are three flags we're interested in:
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        //     IsStatic: Object does not move, otherwise the object has mass and moves
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        //     isSolid: other objects bounce off of this object
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        //     collisionEvents: whether this object returns collision events
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    private void SetObjectDynamic()
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    {
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        // If it's becoming dynamic, it will need hullness
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			@ -481,6 +485,7 @@ public sealed class BSPrim : BSPhysObject
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        float mass = IsStatic ? 0f : _mass;
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        BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass);
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        m_currentCollisionFlags = BulletSimAPI.GetCollisionFlags2(Body.Ptr);
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        // recompute any linkset parameters
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        Linkset.Refresh(this);
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			@ -408,8 +408,8 @@ public class BSTerrainManager
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            int mapIndex = (int)regionY * (int)mapInfo.sizeY + (int)regionX;
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            ret = mapInfo.heightMap[mapIndex];
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            m_terrainModified = false;
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            DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}",
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                    BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret);
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            // DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}",
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            //         BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret);
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        }
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        else
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        {
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