forked from LeenkxTeam/LNXSDK
		
	
		
			
	
	
		
			82 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
		
		
			
		
	
	
			82 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
|  | /*
 | ||
|  | Bullet Continuous Collision Detection and Physics Library | ||
|  | Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/
 | ||
|  | 
 | ||
|  | This software is provided 'as-is', without any express or implied warranty. | ||
|  | In no event will the authors be held liable for any damages arising from the use of this software. | ||
|  | Permission is granted to anyone to use this software for any purpose,  | ||
|  | including commercial applications, and to alter it and redistribute it freely,  | ||
|  | subject to the following restrictions: | ||
|  | 
 | ||
|  | 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. | ||
|  | 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. | ||
|  | 3. This notice may not be removed or altered from any source distribution. | ||
|  | */ | ||
|  | 
 | ||
|  | #ifndef BT_SIMULATION_ISLAND_MANAGER_H
 | ||
|  | #define BT_SIMULATION_ISLAND_MANAGER_H
 | ||
|  | 
 | ||
|  | #include "BulletCollision/CollisionDispatch/btUnionFind.h"
 | ||
|  | #include "btCollisionCreateFunc.h"
 | ||
|  | #include "LinearMath/btAlignedObjectArray.h"
 | ||
|  | #include "btCollisionObject.h"
 | ||
|  | 
 | ||
|  | class btCollisionObject; | ||
|  | class btCollisionWorld; | ||
|  | class btDispatcher; | ||
|  | class btPersistentManifold; | ||
|  | 
 | ||
|  | 
 | ||
|  | ///SimulationIslandManager creates and handles simulation islands, using btUnionFind
 | ||
|  | class btSimulationIslandManager | ||
|  | { | ||
|  | 	btUnionFind m_unionFind; | ||
|  | 
 | ||
|  | 	btAlignedObjectArray<btPersistentManifold*>  m_islandmanifold; | ||
|  | 	btAlignedObjectArray<btCollisionObject* >  m_islandBodies; | ||
|  | 	 | ||
|  | 	bool m_splitIslands; | ||
|  | 	 | ||
|  | public: | ||
|  | 	btSimulationIslandManager(); | ||
|  | 	virtual ~btSimulationIslandManager(); | ||
|  | 
 | ||
|  | 
 | ||
|  | 	void initUnionFind(int n);	 | ||
|  | 	 | ||
|  | 		 | ||
|  | 	btUnionFind& getUnionFind() { return m_unionFind;} | ||
|  | 
 | ||
|  | 	virtual	void	updateActivationState(btCollisionWorld* colWorld,btDispatcher* dispatcher); | ||
|  | 	virtual	void	storeIslandActivationState(btCollisionWorld* world); | ||
|  | 
 | ||
|  | 
 | ||
|  | 	void	findUnions(btDispatcher* dispatcher,btCollisionWorld* colWorld); | ||
|  | 
 | ||
|  | 	 | ||
|  | 
 | ||
|  | 	struct	IslandCallback | ||
|  | 	{ | ||
|  | 		virtual ~IslandCallback() {}; | ||
|  | 
 | ||
|  | 		virtual	void	processIsland(btCollisionObject** bodies,int numBodies,class btPersistentManifold**	manifolds,int numManifolds, int islandId) = 0; | ||
|  | 	}; | ||
|  | 
 | ||
|  | 	void	buildAndProcessIslands(btDispatcher* dispatcher,btCollisionWorld* collisionWorld, IslandCallback* callback); | ||
|  | 
 | ||
|  | 	void buildIslands(btDispatcher* dispatcher,btCollisionWorld* colWorld); | ||
|  | 
 | ||
|  | 	bool getSplitIslands() | ||
|  | 	{ | ||
|  | 		return m_splitIslands; | ||
|  | 	} | ||
|  | 	void setSplitIslands(bool doSplitIslands) | ||
|  | 	{ | ||
|  | 		m_splitIslands = doSplitIslands; | ||
|  | 	} | ||
|  | 
 | ||
|  | }; | ||
|  | 
 | ||
|  | #endif //BT_SIMULATION_ISLAND_MANAGER_H
 | ||
|  | 
 |