BulletSim: code rearrangement
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8c9e4c1f7b
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bc43c7007d
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@ -42,6 +42,12 @@ public abstract class BSConstraint : IDisposable
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protected BulletConstraint m_constraint;
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protected BulletConstraint m_constraint;
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protected bool m_enabled = false;
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protected bool m_enabled = false;
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public BulletBody Body1 { get { return m_body1; } }
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public BulletBody Body2 { get { return m_body2; } }
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public BulletConstraint Constraint { get { return m_constraint; } }
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public abstract ConstraintType Type { get; }
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public bool IsEnabled { get { return m_enabled; } }
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public BSConstraint()
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public BSConstraint()
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{
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{
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}
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}
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@ -64,12 +70,6 @@ public abstract class BSConstraint : IDisposable
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}
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}
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}
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}
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public BulletBody Body1 { get { return m_body1; } }
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public BulletBody Body2 { get { return m_body2; } }
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public BulletConstraint Constraint { get { return m_constraint; } }
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public abstract ConstraintType Type { get; }
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public virtual bool SetLinearLimits(Vector3 low, Vector3 high)
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public virtual bool SetLinearLimits(Vector3 low, Vector3 high)
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{
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{
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bool ret = false;
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bool ret = false;
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@ -143,8 +143,6 @@ public sealed class BSConstraintCollection : IDisposable
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// Return 'true' if any constraints were destroyed.
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// Return 'true' if any constraints were destroyed.
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public bool RemoveAndDestroyConstraint(BulletBody body1)
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public bool RemoveAndDestroyConstraint(BulletBody body1)
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{
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{
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// return BulletSimAPI.RemoveConstraintByID(m_world.ID, obj.ID);
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List<BSConstraint> toRemove = new List<BSConstraint>();
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List<BSConstraint> toRemove = new List<BSConstraint>();
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uint lookingID = body1.ID;
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uint lookingID = body1.ID;
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lock (m_constraints)
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lock (m_constraints)
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