Fix issue in DynamicsComponents
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102651832a
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8911351c8f
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@ -82,7 +82,6 @@ SET (REACTPHYSICS3D_HEADERS
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"src/body/RigidBody.h"
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"src/body/RigidBody.h"
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"src/collision/ContactPointInfo.h"
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"src/collision/ContactPointInfo.h"
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"src/collision/broadphase/DynamicAABBTree.h"
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"src/collision/broadphase/DynamicAABBTree.h"
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"src/collision/broadphase/BroadPhasePair.h"
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"src/collision/narrowphase/CollisionDispatch.h"
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"src/collision/narrowphase/CollisionDispatch.h"
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"src/collision/narrowphase/GJK/VoronoiSimplex.h"
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"src/collision/narrowphase/GJK/VoronoiSimplex.h"
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"src/collision/narrowphase/GJK/GJKAlgorithm.h"
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"src/collision/narrowphase/GJK/GJKAlgorithm.h"
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@ -1,31 +0,0 @@
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/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2018 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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// Libraries
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#include "BroadPhasePair.h"
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// We want to use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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@ -1,104 +0,0 @@
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/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2018 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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#ifndef REACTPHYSICS3D_BROAD_PHASE_PAIR_H
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#define REACTPHYSICS3D_BROAD_PHASE_PAIR_H
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// Libraries
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#include <functional>
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#include <cassert>
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#include"containers/Pair.h"
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/// Namespace ReactPhysics3D
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namespace reactphysics3d {
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// Structure BroadPhasePair
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/**
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* This structure represent a potential overlapping pair during the
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* broad-phase collision detection.
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*/
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struct BroadPhasePair {
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public:
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// -------------------- Attributes -------------------- //
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// Broad-phase id of the first collision shape
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int shape1BroadPhaseId;
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// Broad-phase id of the second collision shape
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int shape2BroadPhaseId;
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// -------------------- Methods -------------------- //
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/// Constructor
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BroadPhasePair(int shapeId1, int shapeId2)
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: shape1BroadPhaseId(std::min(shapeId1, shapeId2)),
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shape2BroadPhaseId(std::max(shapeId1, shapeId2)) {
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assert(shape1BroadPhaseId != -1);
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assert(shape2BroadPhaseId != -1);
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}
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/// Equality operator
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bool operator==(const BroadPhasePair& pair) const;
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/// Inequality operator
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bool operator!=(const BroadPhasePair& pair) const;
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};
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// Equality operator
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inline bool BroadPhasePair::operator==(const BroadPhasePair& pair) const {
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return shape1BroadPhaseId == pair.shape1BroadPhaseId && shape2BroadPhaseId == pair.shape2BroadPhaseId;
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}
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// Inequality operator
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inline bool BroadPhasePair::operator!=(const BroadPhasePair& pair) const {
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return shape1BroadPhaseId != pair.shape1BroadPhaseId || shape2BroadPhaseId != pair.shape2BroadPhaseId;
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}
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}
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// Hash function for a reactphysics3d BroadPhasePair
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namespace std {
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template <> struct hash<reactphysics3d::BroadPhasePair> {
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size_t operator()(const reactphysics3d::BroadPhasePair& pair) const {
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assert(pair.shape1BroadPhaseId <= pair.shape2BroadPhaseId);
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std::size_t seed = 0;
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reactphysics3d::hash_combine<int>(seed, pair.shape1BroadPhaseId);
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reactphysics3d::hash_combine<int>(seed, pair.shape2BroadPhaseId);
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return seed;
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}
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};
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}
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#endif
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@ -54,23 +54,24 @@ void DynamicsComponents::allocate(uint32 nbComponentsToAllocate) {
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assert(newBuffer != nullptr);
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assert(newBuffer != nullptr);
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// New pointers to components data
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// New pointers to components data
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Entity* newEntities = static_cast<Entity*>(newBuffer);
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Entity* newBodies = static_cast<Entity*>(newBuffer);
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Vector3* newLinearVelocities = reinterpret_cast<Vector3*>(newEntities + nbComponentsToAllocate);
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Vector3* newLinearVelocities = reinterpret_cast<Vector3*>(newBodies + nbComponentsToAllocate);
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Vector3* newAngularVelocities = reinterpret_cast<Vector3*>(newLinearVelocities + nbComponentsToAllocate);
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Vector3* newAngularVelocities = reinterpret_cast<Vector3*>(newLinearVelocities + nbComponentsToAllocate);
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// If there was already components before
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// If there was already components before
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if (mNbComponents > 0) {
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if (mNbComponents > 0) {
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// Copy component data from the previous buffer to the new one
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// Copy component data from the previous buffer to the new one
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memcpy(newLinearVelocities, mLinearVelocities, mNbComponents * sizeof(Transform));
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memcpy(newBodies, mBodies, mNbComponents * sizeof(Entity));
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memcpy(newAngularVelocities, mAngularVelocities, mNbComponents * sizeof(Entity));
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memcpy(newLinearVelocities, mLinearVelocities, mNbComponents * sizeof(Vector3));
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memcpy(newAngularVelocities, mAngularVelocities, mNbComponents * sizeof(Vector3));
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// Deallocate previous memory
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// Deallocate previous memory
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mMemoryAllocator.release(mBuffer, mNbAllocatedComponents * mComponentDataSize);
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mMemoryAllocator.release(mBuffer, mNbAllocatedComponents * mComponentDataSize);
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}
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}
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mBuffer = newBuffer;
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mBuffer = newBuffer;
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mBodies = newEntities;
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mBodies = newBodies;
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mLinearVelocities = newLinearVelocities;
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mLinearVelocities = newLinearVelocities;
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mAngularVelocities = newAngularVelocities;
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mAngularVelocities = newAngularVelocities;
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mNbAllocatedComponents = nbComponentsToAllocate;
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mNbAllocatedComponents = nbComponentsToAllocate;
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@ -121,6 +122,9 @@ void DynamicsComponents::moveComponentToIndex(uint32 srcIndex, uint32 destIndex)
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// Swap two components in the array
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// Swap two components in the array
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void DynamicsComponents::swapComponents(uint32 index1, uint32 index2) {
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void DynamicsComponents::swapComponents(uint32 index1, uint32 index2) {
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assert(mMapEntityToComponentIndex[mBodies[index1]] == index1);
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assert(mMapEntityToComponentIndex[mBodies[index2]] == index2);
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// Copy component 1 data
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// Copy component 1 data
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Entity entity1(mBodies[index1]);
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Entity entity1(mBodies[index1]);
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Vector3 linearVelocity1(mLinearVelocities[index1]);
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Vector3 linearVelocity1(mLinearVelocities[index1]);
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