207 lines
6.9 KiB
Rust
207 lines
6.9 KiB
Rust
//! Physics pipeline structures.
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use crate::data::{ComponentSet, ComponentSetMut, ComponentSetOption};
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use crate::dynamics::{
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RigidBodyActivation, RigidBodyChanges, RigidBodyColliders, RigidBodyDominance, RigidBodyHandle,
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RigidBodyIds, RigidBodyPosition, RigidBodyType, RigidBodyVelocity,
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};
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use crate::geometry::{
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BroadPhase, BroadPhasePairEvent, ColliderBroadPhaseData, ColliderChanges, ColliderFlags,
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ColliderHandle, ColliderMaterial, ColliderPair, ColliderParent, ColliderPosition,
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ColliderShape, ColliderType, NarrowPhase,
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};
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use crate::math::Real;
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use crate::pipeline::{EventHandler, PhysicsHooks};
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#[cfg(feature = "default-sets")]
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use crate::{dynamics::RigidBodySet, geometry::ColliderSet};
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/// The collision pipeline, responsible for performing collision detection between colliders.
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///
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/// This structure only contains temporary data buffers. It can be dropped and replaced by a fresh
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/// copy at any time. For performance reasons it is recommended to reuse the same physics pipeline
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/// instance to benefit from the cached data.
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// NOTE: this contains only workspace data, so there is no point in making this serializable.
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pub struct CollisionPipeline {
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broadphase_collider_pairs: Vec<ColliderPair>,
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broad_phase_events: Vec<BroadPhasePairEvent>,
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}
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#[allow(dead_code)]
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fn check_pipeline_send_sync() {
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fn do_test<T: Sync>() {}
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do_test::<CollisionPipeline>();
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}
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impl CollisionPipeline {
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/// Initializes a new physics pipeline.
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pub fn new() -> CollisionPipeline {
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CollisionPipeline {
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broadphase_collider_pairs: Vec::new(),
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broad_phase_events: Vec::new(),
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}
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}
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fn detect_collisions<Bodies, Colliders>(
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&mut self,
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prediction_distance: Real,
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broad_phase: &mut BroadPhase,
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narrow_phase: &mut NarrowPhase,
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bodies: &mut Bodies,
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colliders: &mut Colliders,
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modified_colliders: &[ColliderHandle],
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removed_colliders: &[ColliderHandle],
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hooks: &dyn PhysicsHooks<Bodies, Colliders>,
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events: &dyn EventHandler,
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handle_user_changes: bool,
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) where
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Bodies: ComponentSetMut<RigidBodyActivation>
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+ ComponentSet<RigidBodyType>
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+ ComponentSetMut<RigidBodyIds>
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+ ComponentSet<RigidBodyDominance>,
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Colliders: ComponentSetMut<ColliderBroadPhaseData>
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+ ComponentSet<ColliderChanges>
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+ ComponentSet<ColliderPosition>
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+ ComponentSet<ColliderShape>
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+ ComponentSetOption<ColliderParent>
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+ ComponentSet<ColliderType>
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+ ComponentSet<ColliderMaterial>
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+ ComponentSet<ColliderFlags>,
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{
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// Update broad-phase.
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self.broad_phase_events.clear();
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self.broadphase_collider_pairs.clear();
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broad_phase.update(
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prediction_distance,
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colliders,
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modified_colliders,
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removed_colliders,
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&mut self.broad_phase_events,
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);
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// Update narrow-phase.
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if handle_user_changes {
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narrow_phase.handle_user_changes(
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None,
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modified_colliders,
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removed_colliders,
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colliders,
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bodies,
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events,
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);
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}
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narrow_phase.register_pairs(None, colliders, bodies, &self.broad_phase_events, events);
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narrow_phase.compute_contacts(
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prediction_distance,
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bodies,
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colliders,
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modified_colliders,
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hooks,
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events,
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);
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narrow_phase.compute_intersections(bodies, colliders, modified_colliders, hooks, events);
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}
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fn clear_modified_colliders(
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&mut self,
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colliders: &mut impl ComponentSetMut<ColliderChanges>,
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modified_colliders: &mut Vec<ColliderHandle>,
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) {
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for handle in modified_colliders.drain(..) {
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colliders.set_internal(handle.0, ColliderChanges::empty())
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}
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}
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/// Executes one step of the collision detection.
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#[cfg(feature = "default-sets")]
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pub fn step(
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&mut self,
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prediction_distance: Real,
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broad_phase: &mut BroadPhase,
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narrow_phase: &mut NarrowPhase,
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bodies: &mut RigidBodySet,
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colliders: &mut ColliderSet,
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hooks: &dyn PhysicsHooks<RigidBodySet, ColliderSet>,
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events: &dyn EventHandler,
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) {
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let mut modified_bodies = bodies.take_modified();
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let mut modified_colliders = colliders.take_modified();
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let mut removed_colliders = colliders.take_removed();
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self.step_generic(
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prediction_distance,
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broad_phase,
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narrow_phase,
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bodies,
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colliders,
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&mut modified_bodies,
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&mut modified_colliders,
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&mut removed_colliders,
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hooks,
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events,
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);
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}
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/// Executes one step of the collision detection.
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pub fn step_generic<Bodies, Colliders>(
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&mut self,
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prediction_distance: Real,
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broad_phase: &mut BroadPhase,
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narrow_phase: &mut NarrowPhase,
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bodies: &mut Bodies,
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colliders: &mut Colliders,
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modified_bodies: &mut Vec<RigidBodyHandle>,
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modified_colliders: &mut Vec<ColliderHandle>,
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removed_colliders: &mut Vec<ColliderHandle>,
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hooks: &dyn PhysicsHooks<Bodies, Colliders>,
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events: &dyn EventHandler,
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) where
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Bodies: ComponentSetMut<RigidBodyPosition>
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+ ComponentSetMut<RigidBodyVelocity>
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+ ComponentSetMut<RigidBodyIds>
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+ ComponentSetMut<RigidBodyActivation>
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+ ComponentSetMut<RigidBodyChanges>
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+ ComponentSet<RigidBodyColliders>
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+ ComponentSet<RigidBodyDominance>
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+ ComponentSet<RigidBodyType>,
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Colliders: ComponentSetMut<ColliderBroadPhaseData>
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+ ComponentSetMut<ColliderChanges>
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+ ComponentSetMut<ColliderPosition>
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+ ComponentSet<ColliderShape>
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+ ComponentSetOption<ColliderParent>
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+ ComponentSet<ColliderType>
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+ ComponentSet<ColliderMaterial>
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+ ComponentSet<ColliderFlags>,
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{
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super::user_changes::handle_user_changes_to_colliders(
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bodies,
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colliders,
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&modified_colliders[..],
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);
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super::user_changes::handle_user_changes_to_rigid_bodies(
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None,
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bodies,
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colliders,
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&modified_bodies,
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modified_colliders,
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);
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self.detect_collisions(
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prediction_distance,
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broad_phase,
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narrow_phase,
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bodies,
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colliders,
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&modified_colliders[..],
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removed_colliders,
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hooks,
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events,
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true,
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);
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self.clear_modified_colliders(colliders, modified_colliders);
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removed_colliders.clear();
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}
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}
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