BulletSim: rename constraint classes so they show up together alphabetically.
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					@ -32,14 +32,14 @@ using OpenMetaverse;
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namespace OpenSim.Region.Physics.BulletSPlugin
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					namespace OpenSim.Region.Physics.BulletSPlugin
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{
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					{
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public sealed class BS6DofConstraint : BSConstraint
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					public sealed class BSConstraint6Dof : BSConstraint
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{
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					{
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    private static string LogHeader = "[BULLETSIM 6DOF CONSTRAINT]";
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					    private static string LogHeader = "[BULLETSIM 6DOF CONSTRAINT]";
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    public override ConstraintType Type { get { return ConstraintType.D6_CONSTRAINT_TYPE; } }
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					    public override ConstraintType Type { get { return ConstraintType.D6_CONSTRAINT_TYPE; } }
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    // Create a btGeneric6DofConstraint
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					    // Create a btGeneric6DofConstraint
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    public BS6DofConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
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					    public BSConstraint6Dof(BulletSim world, BulletBody obj1, BulletBody obj2,
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                    Vector3 frame1, Quaternion frame1rot,
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					                    Vector3 frame1, Quaternion frame1rot,
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                    Vector3 frame2, Quaternion frame2rot,
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					                    Vector3 frame2, Quaternion frame2rot,
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                    bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
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					                    bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
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					@ -58,7 +58,7 @@ public sealed class BS6DofConstraint : BSConstraint
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                            obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X"));
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					                            obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X"));
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    }
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					    }
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    public BS6DofConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
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					    public BSConstraint6Dof(BulletSim world, BulletBody obj1, BulletBody obj2,
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                    Vector3 joinPoint,
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					                    Vector3 joinPoint,
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                    bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
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					                    bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
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    {
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					    {
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					@ -32,11 +32,11 @@ using OpenMetaverse;
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namespace OpenSim.Region.Physics.BulletSPlugin
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					namespace OpenSim.Region.Physics.BulletSPlugin
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{
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					{
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public sealed class BSHingeConstraint : BSConstraint
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					public sealed class BSConstraintHinge : BSConstraint
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{
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					{
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    public override ConstraintType Type { get { return ConstraintType.HINGE_CONSTRAINT_TYPE; } }
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					    public override ConstraintType Type { get { return ConstraintType.HINGE_CONSTRAINT_TYPE; } }
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    public BSHingeConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
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					    public BSConstraintHinge(BulletSim world, BulletBody obj1, BulletBody obj2,
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                    Vector3 pivotInA, Vector3 pivotInB,
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					                    Vector3 pivotInA, Vector3 pivotInB,
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                    Vector3 axisInA, Vector3 axisInB,
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					                    Vector3 axisInA, Vector3 axisInB,
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                    bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
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					                    bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
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					@ -246,7 +246,7 @@ public sealed class BSLinksetConstraints : BSLinkset
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        // create a constraint that allows no freedom of movement between the two objects
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					        // create a constraint that allows no freedom of movement between the two objects
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        // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
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					        // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
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        BS6DofConstraint constrain = new BS6DofConstraint(
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					        BSConstraint6Dof constrain = new BSConstraint6Dof(
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                            PhysicsScene.World, rootPrim.BSBody, childPrim.BSBody, midPoint, true, true );
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					                            PhysicsScene.World, rootPrim.BSBody, childPrim.BSBody, midPoint, true, true );
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        /* NOTE: below is an attempt to build constraint with full frame computation, etc.
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					        /* NOTE: below is an attempt to build constraint with full frame computation, etc.
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