forked from LeenkxTeam/LNXSDK
		
	
		
			
				
	
	
		
			82 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			82 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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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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