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Bullet Collision Detection & Physics Library
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16 #ifndef BT_SIMULATION_ISLAND_MANAGER_MT_H
17 #define BT_SIMULATION_ISLAND_MANAGER_MT_H
109 #endif //BT_SIMULATION_ISLAND_MANAGER_H
void setIslandDispatchFunction(IslandDispatchFunc func)
int getMinimumSolverBatchSize() const
TypedConstraint is the baseclass for Bullet constraints and vehicles.
btCollisionObject can be used to manage collision detection objects.
void setMinimumSolverBatchSize(int sz)
btAlignedObjectArray< Island * > m_freeIslands
virtual void addManifoldsToIslands(btDispatcher *dispatcher)
virtual void initIslandPools()
The btDispatcher interface class can be used in combination with broadphase to dispatch calculations ...
virtual ~btSimulationIslandManagerMt()
btAlignedObjectArray< btCollisionObject * > bodyArray
int m_minimumSolverBatchSize
void append(const Island &other)
btSimulationIslandManagerMt()
virtual void buildIslands(btDispatcher *dispatcher, btCollisionWorld *colWorld)
btAlignedObjectArray< Island * > m_lookupIslandFromId
virtual void addConstraintsToIslands(btAlignedObjectArray< btTypedConstraint * > &constraints)
virtual void mergeIslands()
static void parallelIslandDispatch(btAlignedObjectArray< Island * > *islandsPtr, IslandCallback *callback)
btPersistentManifold is a contact point cache, it stays persistent as long as objects are overlapping...
virtual void processIsland(btCollisionObject **bodies, int numBodies, btPersistentManifold **manifolds, int numManifolds, btTypedConstraint **constraints, int numConstraints, int islandId)=0
IslandDispatchFunc getIslandDispatchFunction() const
void(* IslandDispatchFunc)(btAlignedObjectArray< Island * > *islands, IslandCallback *callback)
btAlignedObjectArray< btPersistentManifold * > manifoldArray
SimulationIslandManager creates and handles simulation islands, using btUnionFind.
static void serialIslandDispatch(btAlignedObjectArray< Island * > *islandsPtr, IslandCallback *callback)
virtual void addBodiesToIslands(btCollisionWorld *collisionWorld)
btAlignedObjectArray< Island * > m_allocatedIslands
SimulationIslandManagerMt – Multithread capable version of SimulationIslandManager Splits the world...
CollisionWorld is interface and container for the collision detection.
int m_batchIslandMinBodyCount
virtual ~IslandCallback()
btAlignedObjectArray< Island * > m_activeIslands
virtual Island * allocateIsland(int id, int numBodies)
btAlignedObjectArray< btTypedConstraint * > constraintArray
Island * getIsland(int id)
IslandDispatchFunc m_islandDispatch
virtual void buildAndProcessIslands(btDispatcher *dispatcher, btCollisionWorld *collisionWorld, btAlignedObjectArray< btTypedConstraint * > &constraints, IslandCallback *callback)