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