fairly large refactoring of dispatcher/simulation island management, to allow for parallel simulation.
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@@ -84,7 +84,7 @@ class CollisionWorld
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std::vector<CollisionObject*> m_collisionObjects;
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CollisionDispatcher* m_dispatcher;
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CollisionDispatcher* m_dispatcher1;
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OverlappingPairCache* m_pairCache;
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@@ -92,15 +92,13 @@ class CollisionWorld
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public:
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CollisionWorld(CollisionDispatcher* dispatcher,OverlappingPairCache* pairCache)
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:m_dispatcher(dispatcher),
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:m_dispatcher1(dispatcher),
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m_pairCache(pairCache)
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{
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}
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virtual ~CollisionWorld();
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virtual void UpdateActivationState();
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virtual void StoreIslandActivationState();
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BroadphaseInterface* GetBroadphase()
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{
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@@ -113,9 +111,9 @@ public:
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}
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CollisionDispatcher* GetDispatcher()
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Dispatcher* GetDispatcher()
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{
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return m_dispatcher;
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return m_dispatcher1;
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}
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///LocalShapeInfo gives extra information for complex shapes
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