fairly large refactoring of dispatcher/simulation island management, to allow for parallel simulation.
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@@ -21,6 +21,7 @@ struct BroadphaseProxy;
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class RigidBody;
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struct CollisionObject;
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class ManifoldResult;
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class OverlappingPairCache;
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enum CollisionDispatcherId
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{
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@@ -80,10 +81,17 @@ public:
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virtual bool NeedsCollision(BroadphaseProxy& proxy0,BroadphaseProxy& proxy1) = 0;
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virtual bool NeedsResponse(const CollisionObject& colObj0,const CollisionObject& colObj1)=0;
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virtual ManifoldResult* GetNewManifoldResult(CollisionObject* obj0,CollisionObject* obj1,PersistentManifold* manifold) =0;
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virtual void ReleaseManifoldResult(ManifoldResult*)=0;
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virtual void DispatchAllCollisionPairs(OverlappingPairCache* pairCache,DispatcherInfo& dispatchInfo)=0;
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virtual int GetNumManifolds() const = 0;
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virtual PersistentManifold* GetManifoldByIndexInternal(int index) = 0;
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};
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