16 #ifndef BT_SIMULATION_ISLAND_MANAGER_H
17 #define BT_SIMULATION_ISLAND_MANAGER_H
67 return m_splitIslands;
71 m_splitIslands = doSplitIslands;
btSequentialImpulseConstraintSolverMt int numBodies
btSequentialImpulseConstraintSolverMt int btPersistentManifold int numManifolds
CollisionWorld is interface and container for the collision detection.
SimulationIslandManager creates and handles simulation islands, using btUnionFind.
virtual void storeIslandActivationState(btCollisionWorld *world)
void findUnions(btDispatcher *dispatcher, btCollisionWorld *colWorld)
void processIslands(btDispatcher *dispatcher, btCollisionWorld *collisionWorld, IslandCallback *callback)
btUnionFind & getUnionFind()
virtual void updateActivationState(btCollisionWorld *colWorld, btDispatcher *dispatcher)
void setSplitIslands(bool doSplitIslands)
void buildAndProcessIslands(btDispatcher *dispatcher, btCollisionWorld *collisionWorld, IslandCallback *callback)
void initUnionFind(int n)
btSimulationIslandManager()
void buildIslands(btDispatcher *dispatcher, btCollisionWorld *colWorld)
virtual ~btSimulationIslandManager()
UnionFind calculates connected subsets.
DEGForeachIDComponentCallback callback
virtual void processIsland(btCollisionObject **bodies, int numBodies, class btPersistentManifold **manifolds, int numManifolds, int islandId)=0
virtual ~IslandCallback()