16 #ifndef BT_SIMULATION_ISLAND_MANAGER_H
17 #define BT_SIMULATION_ISLAND_MANAGER_H
80 #endif //BT_SIMULATION_ISLAND_MANAGER_H
btPersistentManifold is a contact point cache, it stays persistent as long as objects are overlapping...
btAlignedObjectArray< btCollisionObject * > m_islandBodies
SimulationIslandManager creates and handles simulation islands, using btUnionFind.
void buildAndProcessIslands(btDispatcher *dispatcher, btCollisionWorld *collisionWorld, IslandCallback *callback)
void buildIslands(btDispatcher *dispatcher, btCollisionWorld *colWorld)
virtual void updateActivationState(btCollisionWorld *colWorld, btDispatcher *dispatcher)
UnionFind calculates connected subsets.
btSimulationIslandManager()
btCollisionObject can be used to manage collision detection objects.
void initUnionFind(int n)
void setSplitIslands(bool doSplitIslands)
CollisionWorld is interface and container for the collision detection.
virtual void processIsland(btCollisionObject **bodies, int numBodies, class btPersistentManifold **manifolds, int numManifolds, int islandId)=0
virtual void storeIslandActivationState(btCollisionWorld *world)
btAlignedObjectArray< btPersistentManifold * > m_islandmanifold
virtual ~IslandCallback()
btUnionFind & getUnionFind()
The btDispatcher interface class can be used in combination with broadphase to dispatch calculations ...
void findUnions(btDispatcher *dispatcher, btCollisionWorld *colWorld)
virtual ~btSimulationIslandManager()