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source: code/branches/physics/src/bullet/BulletCollision/CollisionDispatch/btSimulationIslandManager.h @ 1983

Last change on this file since 1983 was 1963, checked in by rgrieder, 16 years ago

Added Bullet physics engine.

  • Property svn:eol-style set to native
File size: 2.3 KB
Line 
1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/
4
5This software is provided 'as-is', without any express or implied warranty.
6In no event will the authors be held liable for any damages arising from the use of this software.
7Permission is granted to anyone to use this software for any purpose,
8including commercial applications, and to alter it and redistribute it freely,
9subject to the following restrictions:
10
111. 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.
122. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
133. This notice may not be removed or altered from any source distribution.
14*/
15
16#ifndef SIMULATION_ISLAND_MANAGER_H
17#define SIMULATION_ISLAND_MANAGER_H
18
19#include "BulletCollision/CollisionDispatch/btUnionFind.h"
20#include "btCollisionCreateFunc.h"
21#include "LinearMath/btAlignedObjectArray.h"
22
23
24class btCollisionObject;
25class btCollisionWorld;
26class btDispatcher;
27class btPersistentManifold;
28
29
30///SimulationIslandManager creates and handles simulation islands, using btUnionFind
31class btSimulationIslandManager
32{
33        btUnionFind m_unionFind;
34
35        btAlignedObjectArray<btPersistentManifold*>  m_islandmanifold;
36        btAlignedObjectArray<btCollisionObject* >  m_islandBodies;
37       
38       
39public:
40        btSimulationIslandManager();
41        virtual ~btSimulationIslandManager();
42
43
44        void initUnionFind(int n);     
45       
46               
47        btUnionFind& getUnionFind() { return m_unionFind;}
48
49        virtual void    updateActivationState(btCollisionWorld* colWorld,btDispatcher* dispatcher);
50        virtual void    storeIslandActivationState(btCollisionWorld* world);
51
52
53        void    findUnions(btDispatcher* dispatcher,btCollisionWorld* colWorld);
54
55       
56
57        struct  IslandCallback
58        {
59                virtual ~IslandCallback() {};
60
61                virtual void    ProcessIsland(btCollisionObject** bodies,int numBodies,class btPersistentManifold**     manifolds,int numManifolds, int islandId) = 0;
62        };
63
64        void    buildAndProcessIslands(btDispatcher* dispatcher,btCollisionObjectArray& collisionObjects, IslandCallback* callback);
65
66        void buildIslands(btDispatcher* dispatcher,btCollisionObjectArray& collisionObjects);
67
68};
69
70#endif //SIMULATION_ISLAND_MANAGER_H
71
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