Bullet Collision Detection & Physics Library
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16 #ifndef BT_SIMULATION_ISLAND_MANAGER_MT_H
17 #define BT_SIMULATION_ISLAND_MANAGER_MT_H
112 #endif //BT_SIMULATION_ISLAND_MANAGER_H
void setIslandDispatchFunction(IslandDispatchFunc func)
static void parallelIslandDispatch(btAlignedObjectArray< Island * > *islandsPtr, const SolverParams &solverParams)
int getMinimumSolverBatchSize() const
TypedConstraint is the baseclass for Bullet constraints and vehicles.
void setMinimumSolverBatchSize(int sz)
btAlignedObjectArray< Island * > m_freeIslands
virtual void addManifoldsToIslands(btDispatcher *dispatcher)
virtual void initIslandPools()
The btDispatcher interface class can be used in combination with broadphase to dispatch calculations ...
virtual ~btSimulationIslandManagerMt()
btDispatcher * m_dispatcher
btAlignedObjectArray< btCollisionObject * > bodyArray
btIDebugDraw * m_debugDrawer
int m_minimumSolverBatchSize
void(* IslandDispatchFunc)(btAlignedObjectArray< Island * > *islands, const SolverParams &solverParams)
void append(const Island &other)
static void solveIsland(btConstraintSolver *solver, Island &island, const SolverParams &solverParams)
btContactSolverInfo * m_solverInfo
btSimulationIslandManagerMt()
The btIDebugDraw interface class allows hooking up a debug renderer to visually debug simulations.
virtual void buildIslands(btDispatcher *dispatcher, btCollisionWorld *colWorld)
btAlignedObjectArray< Island * > m_lookupIslandFromId
virtual void addConstraintsToIslands(btAlignedObjectArray< btTypedConstraint * > &constraints)
virtual void mergeIslands()
btConstraintSolver * m_solverPool
IslandDispatchFunc getIslandDispatchFunction() const
btConstraintSolver * m_solverMt
btAlignedObjectArray< btPersistentManifold * > manifoldArray
SimulationIslandManager creates and handles simulation islands, using btUnionFind.
virtual void addBodiesToIslands(btCollisionWorld *collisionWorld)
btAlignedObjectArray< Island * > m_allocatedIslands
virtual void buildAndProcessIslands(btDispatcher *dispatcher, btCollisionWorld *collisionWorld, btAlignedObjectArray< btTypedConstraint * > &constraints, const SolverParams &solverParams)
SimulationIslandManagerMt – Multithread capable version of SimulationIslandManager Splits the world u...
CollisionWorld is interface and container for the collision detection.
int m_batchIslandMinBodyCount
btAlignedObjectArray< Island * > m_activeIslands
virtual Island * allocateIsland(int id, int numBodies)
btAlignedObjectArray< btTypedConstraint * > constraintArray
Island * getIsland(int id)
static void serialIslandDispatch(btAlignedObjectArray< Island * > *islandsPtr, const SolverParams &solverParams)
IslandDispatchFunc m_islandDispatch