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Ignore:
Timestamp:
Dec 13, 2008, 11:45:51 PM (16 years ago)
Author:
rgrieder
Message:

Updated to Bullet 2.73 (first part).

File:
1 edited

Legend:

Unmodified
Added
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  • code/branches/physics/src/bullet/BulletCollision/CollisionDispatch/btSimulationIslandManager.cpp

    r2192 r2430  
    144144
    145145
    146 void btSimulationIslandManager::buildIslands(btDispatcher* dispatcher,btCollisionObjectArray& collisionObjects)
     146void btSimulationIslandManager::buildIslands(btDispatcher* dispatcher,btCollisionWorld* collisionWorld)
    147147{
    148148
    149149        BT_PROFILE("islandUnionFindAndQuickSort");
    150150       
     151        btCollisionObjectArray& collisionObjects = collisionWorld->getCollisionObjectArray();
     152
    151153        m_islandmanifold.resize(0);
    152154
     
    239241                                        {
    240242                                                colObj0->setActivationState( WANTS_DEACTIVATION);
     243                                                colObj0->setDeactivationTime(0.f);
    241244                                        }
    242245                                }
     
    263266                 btCollisionObject* colObj1 = static_cast<btCollisionObject*>(manifold->getBody1());
    264267               
    265                  //todo: check sleeping conditions!
     268                 ///@todo: check sleeping conditions!
    266269                 if (((colObj0) && colObj0->getActivationState() != ISLAND_SLEEPING) ||
    267270                        ((colObj1) && colObj1->getActivationState() != ISLAND_SLEEPING))
     
    288291
    289292
    290 //
    291 // todo: this is random access, it can be walked 'cache friendly'!
    292 //
    293 void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,btCollisionObjectArray& collisionObjects, IslandCallback* callback)
    294 {
    295 
    296         buildIslands(dispatcher,collisionObjects);
     293///@todo: this is random access, it can be walked 'cache friendly'!
     294void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,btCollisionWorld* collisionWorld, IslandCallback* callback)
     295{
     296        btCollisionObjectArray& collisionObjects = collisionWorld->getCollisionObjectArray();
     297
     298        buildIslands(dispatcher,collisionWorld);
    297299
    298300        int endIslandIndex=1;
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