the inertia matrix inversions and body inertia changes to implement axis locks need to be avoid, so use ubOde axis locks code. Hopefully this will not cause incompatibilities
parent
747044f587
commit
ce5d5fc8dc
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@ -2995,7 +2995,7 @@ Console.WriteLine(" JointCreateFixed");
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public override float APIDDamping{ set { return; } }
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private void createAMotor(byte axislocks)
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private void createAMotor(byte axislock)
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{
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if (Body == IntPtr.Zero)
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return;
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@ -3006,24 +3006,24 @@ Console.WriteLine(" JointCreateFixed");
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Amotor = IntPtr.Zero;
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}
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if(axislocks == 0)
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if(axislock == 0)
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return;
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int axisnum = 0;
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bool axisX = false;
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bool axisY = false;
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bool axisZ = false;
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if((axislocks & 0x02) != 0)
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if((axislock & 0x02) != 0)
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{
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axisnum++;
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axisX = true;
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}
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if((axislocks & 0x04) != 0)
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if((axislock & 0x04) != 0)
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{
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axisnum++;
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axisY = true;
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}
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if((axislocks & 0x08) != 0)
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if((axislock & 0x08) != 0)
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{
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axisnum++;
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axisZ = true;
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@ -3031,142 +3031,80 @@ Console.WriteLine(" JointCreateFixed");
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if(axisnum == 0)
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return;
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// Inverse Inertia Matrix, set the X, Y, and/r Z inertia to 0 then invert it again.
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d.Mass objMass;
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d.MassSetZero(out objMass);
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DMassCopy(ref pMass, ref objMass);
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//m_log.DebugFormat("1-{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, ", objMass.I.M00, objMass.I.M01, objMass.I.M02, objMass.I.M10, objMass.I.M11, objMass.I.M12, objMass.I.M20, objMass.I.M21, objMass.I.M22);
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Matrix4 dMassMat = FromDMass(objMass);
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Matrix4 mathmat = Inverse(dMassMat);
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/*
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//m_log.DebugFormat("2-{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, ", mathmat[0, 0], mathmat[0, 1], mathmat[0, 2], mathmat[1, 0], mathmat[1, 1], mathmat[1, 2], mathmat[2, 0], mathmat[2, 1], mathmat[2, 2]);
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mathmat = Inverse(mathmat);
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objMass = FromMatrix4(mathmat, ref objMass);
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//m_log.DebugFormat("3-{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, ", objMass.I.M00, objMass.I.M01, objMass.I.M02, objMass.I.M10, objMass.I.M11, objMass.I.M12, objMass.I.M20, objMass.I.M21, objMass.I.M22);
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mathmat = Inverse(mathmat);
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*/
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if (axisX)
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{
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mathmat.M33 = 50.0000001f;
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//objMass.I.M22 = 0;
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}
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if (axisY)
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{
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mathmat.M22 = 50.0000001f;
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//objMass.I.M11 = 0;
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}
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if (axisZ)
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{
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mathmat.M11 = 50.0000001f;
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//objMass.I.M00 = 0;
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}
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mathmat = Inverse(mathmat);
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objMass = FromMatrix4(mathmat, ref objMass);
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//m_log.DebugFormat("4-{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, ", objMass.I.M00, objMass.I.M01, objMass.I.M02, objMass.I.M10, objMass.I.M11, objMass.I.M12, objMass.I.M20, objMass.I.M21, objMass.I.M22);
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//return;
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if (d.MassCheck(ref objMass))
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{
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d.BodySetMass(Body, ref objMass);
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}
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else
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{
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//m_log.Debug("[PHYSICS]: Mass invalid, ignoring");
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}
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if (axisnum <= 0)
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return;
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// int dAMotorEuler = 1;
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// stop it
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d.BodySetTorque(Body, 0, 0, 0);
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d.BodySetAngularVel(Body, 0, 0, 0);
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Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
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d.JointAttach(Amotor, Body, IntPtr.Zero);
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d.JointSetAMotorMode(Amotor, 0);
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d.JointSetAMotorNumAxes(Amotor,(int)axisnum);
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int i = 0;
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d.JointSetAMotorNumAxes(Amotor, axisnum);
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// get current orientation to lock
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d.Quaternion dcur = d.BodyGetQuaternion(Body);
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Quaternion curr; // crap convertion between identical things
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curr.X = dcur.X;
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curr.Y = dcur.Y;
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curr.Z = dcur.Z;
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curr.W = dcur.W;
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Vector3 ax;
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int i = 0;
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int j = 0;
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if (axisX)
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{
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d.JointSetAMotorAxis(Amotor, i, 0, 1, 0, 0);
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ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X
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d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z);
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d.JointSetAMotorAngle(Amotor, 0, 0);
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d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, 0f);
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d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0f);
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d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
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d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f);
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d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f);
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d.JointSetAMotorParam(Amotor, (int)d.JointParam.CFM, 0f);
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d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f);
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d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopCFM, 0f);
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d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopERP, 0.8f);
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i++;
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j = 256; // move to next axis set
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}
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if (axisY)
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{
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d.JointSetAMotorAxis(Amotor, i, 0, 0, 1, 0);
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ax = (new Vector3(0, 1, 0)) * curr;
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d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
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d.JointSetAMotorAngle(Amotor, i, 0);
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d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, 0f);
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d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0f);
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d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
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d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
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d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
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d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.CFM, 0f);
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d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
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d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
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d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
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i++;
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j += 256;
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}
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if (axisZ)
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{
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d.JointSetAMotorAxis(Amotor, i, 0, 0, 0, 1);
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i++;
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ax = (new Vector3(0, 0, 1)) * curr;
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d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
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d.JointSetAMotorAngle(Amotor, i, 0);
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d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, 0f);
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d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0f);
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d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
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d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
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d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
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d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.CFM, 0f);
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d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
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d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
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d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
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}
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// for (int j = 0; j < (int)axisnum; j++)
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{
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//d.JointSetAMotorAngle(Amotor, j, 0);
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}
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//d.JointSetAMotorAngle(Amotor, 1, 0);
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//d.JointSetAMotorAngle(Amotor, 2, 0);
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// These lowstops and high stops are effectively (no wiggle room)
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d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0f);
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d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
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d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0f);
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d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
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d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
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d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
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//d.JointSetAMotorParam(Amotor, (int) dParam.Vel, 9000f);
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d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
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d.JointSetAMotorParam(Amotor, (int)dParam.FMax, Mass * 50f);//
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}
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private Matrix4 FromDMass(d.Mass pMass)
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{
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Matrix4 obj;
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obj.M11 = pMass.I.M00;
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obj.M12 = pMass.I.M01;
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obj.M13 = pMass.I.M02;
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obj.M14 = 0;
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obj.M21 = pMass.I.M10;
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obj.M22 = pMass.I.M11;
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obj.M23 = pMass.I.M12;
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obj.M24 = 0;
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obj.M31 = pMass.I.M20;
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obj.M32 = pMass.I.M21;
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obj.M33 = pMass.I.M22;
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obj.M34 = 0;
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obj.M41 = 0;
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obj.M42 = 0;
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obj.M43 = 0;
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obj.M44 = 1;
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return obj;
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}
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private d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
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{
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obj.I.M00 = pMat[0, 0];
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obj.I.M01 = pMat[0, 1];
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obj.I.M02 = pMat[0, 2];
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obj.I.M10 = pMat[1, 0];
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obj.I.M11 = pMat[1, 1];
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obj.I.M12 = pMat[1, 2];
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obj.I.M20 = pMat[2, 0];
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obj.I.M21 = pMat[2, 1];
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obj.I.M22 = pMat[2, 2];
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return obj;
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}
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public override void SubscribeEvents(int ms)
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@ -3211,173 +3149,6 @@ Console.WriteLine(" JointCreateFixed");
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return false;
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}
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public static Matrix4 Inverse(Matrix4 pMat)
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{
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if (determinant3x3(pMat) == 0)
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{
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return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
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}
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return (Adjoint(pMat) / determinant3x3(pMat));
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}
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public static Matrix4 Adjoint(Matrix4 pMat)
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{
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Matrix4 adjointMatrix = new Matrix4();
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for (int i=0; i<4; i++)
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{
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for (int j=0; j<4; j++)
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{
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Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
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}
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}
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adjointMatrix = Transpose(adjointMatrix);
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return adjointMatrix;
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}
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public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
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{
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Matrix4 minor = new Matrix4();
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int m = 0, n = 0;
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for (int i = 0; i < 4; i++)
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{
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if (i == iRow)
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continue;
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n = 0;
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for (int j = 0; j < 4; j++)
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{
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if (j == iCol)
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continue;
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Matrix4SetValue(ref minor, m,n, matrix[i, j]);
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n++;
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}
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m++;
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}
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return minor;
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}
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public static Matrix4 Transpose(Matrix4 pMat)
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{
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Matrix4 transposeMatrix = new Matrix4();
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for (int i = 0; i < 4; i++)
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for (int j = 0; j < 4; j++)
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Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
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return transposeMatrix;
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}
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public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
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{
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switch (r)
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{
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case 0:
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switch (c)
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{
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case 0:
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pMat.M11 = val;
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break;
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case 1:
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pMat.M12 = val;
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break;
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case 2:
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pMat.M13 = val;
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break;
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case 3:
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pMat.M14 = val;
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break;
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}
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break;
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case 1:
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switch (c)
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{
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case 0:
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pMat.M21 = val;
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break;
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case 1:
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pMat.M22 = val;
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break;
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case 2:
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pMat.M23 = val;
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break;
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case 3:
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pMat.M24 = val;
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break;
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}
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break;
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case 2:
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switch (c)
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{
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case 0:
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pMat.M31 = val;
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break;
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case 1:
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pMat.M32 = val;
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break;
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case 2:
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pMat.M33 = val;
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break;
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case 3:
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pMat.M34 = val;
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break;
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}
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break;
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case 3:
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switch (c)
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{
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case 0:
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pMat.M41 = val;
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break;
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case 1:
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pMat.M42 = val;
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break;
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case 2:
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pMat.M43 = val;
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break;
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case 3:
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pMat.M44 = val;
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break;
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}
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break;
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}
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}
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private static float determinant3x3(Matrix4 pMat)
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{
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float det = 0;
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float diag1 = pMat[0, 0]*pMat[1, 1]*pMat[2, 2];
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float diag2 = pMat[0, 1]*pMat[2, 1]*pMat[2, 0];
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float diag3 = pMat[0, 2]*pMat[1, 0]*pMat[2, 1];
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float diag4 = pMat[2, 0]*pMat[1, 1]*pMat[0, 2];
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float diag5 = pMat[2, 1]*pMat[1, 2]*pMat[0, 0];
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float diag6 = pMat[2, 2]*pMat[1, 0]*pMat[0, 1];
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det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
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return det;
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}
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private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
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{
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dst.c.W = src.c.W;
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dst.c.X = src.c.X;
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dst.c.Y = src.c.Y;
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dst.c.Z = src.c.Z;
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dst.mass = src.mass;
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dst.I.M00 = src.I.M00;
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dst.I.M01 = src.I.M01;
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dst.I.M02 = src.I.M02;
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dst.I.M10 = src.I.M10;
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dst.I.M11 = src.I.M11;
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dst.I.M12 = src.I.M12;
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dst.I.M20 = src.I.M20;
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dst.I.M21 = src.I.M21;
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dst.I.M22 = src.I.M22;
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}
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public override void SetMaterial(int pMaterial)
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{
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m_material = pMaterial;
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