Extract NullPhysicsScene from PhysicsScene to improve code readability
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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 copyright
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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.Collections.Generic;
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using System.Reflection;
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using log4net;
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using Nini.Config;
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using OpenSim.Framework;
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using OpenMetaverse;
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namespace OpenSim.Region.Physics.Manager
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{
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class NullPhysicsScene : PhysicsScene
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static int m_workIndicator;
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public override void Initialise(IMesher meshmerizer, IConfigSource config)
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{
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// Does nothing right now
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}
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public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
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{
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m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddAvatar({0})", position);
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return PhysicsActor.Null;
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}
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public override void RemoveAvatar(PhysicsActor actor)
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{
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}
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public override void RemovePrim(PhysicsActor prim)
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{
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}
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public override void SetWaterLevel(float baseheight)
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{
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}
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/*
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public override PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation)
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{
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m_log.InfoFormat("NullPhysicsScene : AddPrim({0},{1})", position, size);
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return PhysicsActor.Null;
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}
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*/
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
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Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
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{
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m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddPrim({0},{1})", position, size);
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return PhysicsActor.Null;
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}
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public override void AddPhysicsActorTaint(PhysicsActor prim)
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{
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}
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public override float Simulate(float timeStep)
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{
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m_workIndicator = (m_workIndicator + 1) % 10;
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return 0f;
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}
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public override void GetResults()
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{
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m_log.Info("[PHYSICS]: NullPhysicsScene : GetResults()");
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}
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public override void SetTerrain(float[] heightMap)
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{
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m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : SetTerrain({0} items)", heightMap.Length);
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}
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public override void DeleteTerrain()
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{
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}
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public override bool IsThreaded
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{
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get { return false; }
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}
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public override void Dispose()
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{
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}
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public override Dictionary<uint,float> GetTopColliders()
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{
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Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
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return returncolliders;
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}
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}
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}
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@ -39,6 +39,10 @@ namespace OpenSim.Region.Physics.Manager
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public delegate void RaycastCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal);
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public delegate void RaycastCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal);
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public delegate void RayCallback(List<ContactResult> list);
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public delegate void RayCallback(List<ContactResult> list);
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public delegate void JointMoved(PhysicsJoint joint);
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public delegate void JointDeactivated(PhysicsJoint joint);
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public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation"
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/// <summary>
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/// <summary>
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/// Contact result from a raycast.
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/// Contact result from a raycast.
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/// </summary>
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/// </summary>
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@ -258,93 +262,5 @@ namespace OpenSim.Region.Physics.Manager
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{
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{
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return new List<ContactResult>();
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return new List<ContactResult>();
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}
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}
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private class NullPhysicsScene : PhysicsScene
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{
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private static int m_workIndicator;
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public override void Initialise(IMesher meshmerizer, IConfigSource config)
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{
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// Does nothing right now
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}
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public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
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{
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m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddAvatar({0})", position);
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return PhysicsActor.Null;
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}
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public override void RemoveAvatar(PhysicsActor actor)
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{
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}
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public override void RemovePrim(PhysicsActor prim)
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{
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}
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public override void SetWaterLevel(float baseheight)
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{
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}
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/*
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public override PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation)
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{
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m_log.InfoFormat("NullPhysicsScene : AddPrim({0},{1})", position, size);
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return PhysicsActor.Null;
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}
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*/
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
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Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
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{
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m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddPrim({0},{1})", position, size);
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return PhysicsActor.Null;
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}
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public override void AddPhysicsActorTaint(PhysicsActor prim)
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{
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}
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public override float Simulate(float timeStep)
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{
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m_workIndicator = (m_workIndicator + 1) % 10;
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return 0f;
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}
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public override void GetResults()
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{
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m_log.Info("[PHYSICS]: NullPhysicsScene : GetResults()");
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}
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public override void SetTerrain(float[] heightMap)
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{
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m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : SetTerrain({0} items)", heightMap.Length);
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}
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public override void DeleteTerrain()
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{
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}
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public override bool IsThreaded
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{
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get { return false; }
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}
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public override void Dispose()
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{
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}
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public override Dictionary<uint,float> GetTopColliders()
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{
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Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
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return returncolliders;
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}
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}
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}
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}
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}
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public delegate void JointMoved(PhysicsJoint joint);
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public delegate void JointDeactivated(PhysicsJoint joint);
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public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation"
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}
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