forked from bartvdbraak/blender
59 lines
1.9 KiB
C++
59 lines
1.9 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. 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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef SIMULATION_ISLAND_MANAGER_H
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#define SIMULATION_ISLAND_MANAGER_H
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#include "CollisionDispatch/UnionFind.h"
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#include "CollisionCreateFunc.h"
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class CollisionWorld;
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class Dispatcher;
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///SimulationIslandManager creates and handles simulation islands, using UnionFind
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class SimulationIslandManager
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{
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UnionFind m_unionFind;
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public:
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SimulationIslandManager();
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void InitUnionFind(int n);
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UnionFind& GetUnionFind() { return m_unionFind;}
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virtual void UpdateActivationState(CollisionWorld* colWorld,Dispatcher* dispatcher);
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virtual void StoreIslandActivationState(CollisionWorld* world);
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void FindUnions(Dispatcher* dispatcher);
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struct IslandCallback
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{
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virtual ~IslandCallback() {};
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virtual void ProcessIsland(class PersistentManifold** manifolds,int numManifolds) = 0;
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};
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void BuildAndProcessIslands(Dispatcher* dispatcher,CollisionObjectArray& collisionObjects, IslandCallback* callback);
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};
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#endif //SIMULATION_ISLAND_MANAGER_H
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