82 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
		
		
			
		
	
	
			82 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
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								/*
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								Bullet Continuous Collision Detection and Physics Library
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								Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/
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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 use of this software.
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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 freely, 
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								subject to the following restrictions:
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								1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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								2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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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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								#ifndef BT_SIMULATION_ISLAND_MANAGER_H
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								#define BT_SIMULATION_ISLAND_MANAGER_H
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								#include "BulletCollision/CollisionDispatch/btUnionFind.h"
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								#include "btCollisionCreateFunc.h"
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								#include "LinearMath/btAlignedObjectArray.h"
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								#include "btCollisionObject.h"
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								class btCollisionObject;
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								class btCollisionWorld;
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								class btDispatcher;
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								class btPersistentManifold;
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								///SimulationIslandManager creates and handles simulation islands, using btUnionFind
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								class btSimulationIslandManager
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								{
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									btUnionFind m_unionFind;
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									btAlignedObjectArray<btPersistentManifold*>  m_islandmanifold;
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									btAlignedObjectArray<btCollisionObject* >  m_islandBodies;
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									bool m_splitIslands;
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								public:
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									btSimulationIslandManager();
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									virtual ~btSimulationIslandManager();
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									void initUnionFind(int n);	
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									btUnionFind& getUnionFind() { return m_unionFind;}
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									virtual	void	updateActivationState(btCollisionWorld* colWorld,btDispatcher* dispatcher);
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									virtual	void	storeIslandActivationState(btCollisionWorld* world);
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									void	findUnions(btDispatcher* dispatcher,btCollisionWorld* colWorld);
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									struct	IslandCallback
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									{
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										virtual ~IslandCallback() {};
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										virtual	void	processIsland(btCollisionObject** bodies,int numBodies,class btPersistentManifold**	manifolds,int numManifolds, int islandId) = 0;
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									};
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									void	buildAndProcessIslands(btDispatcher* dispatcher,btCollisionWorld* collisionWorld, IslandCallback* callback);
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									void buildIslands(btDispatcher* dispatcher,btCollisionWorld* colWorld);
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									bool getSplitIslands()
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									{
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										return m_splitIslands;
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									}
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									void setSplitIslands(bool doSplitIslands)
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									{
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										m_splitIslands = doSplitIslands;
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									}
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								};
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								#endif //BT_SIMULATION_ISLAND_MANAGER_H
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