fairly large refactoring of dispatcher/simulation island management, to allow for parallel simulation.
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@@ -120,9 +120,11 @@ void clientDisplay(void) {
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if (collisionWorld)
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collisionWorld->PerformDiscreteCollisionDetection();
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///one way to draw all the contact points is iterating over contact manifolds / points:
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int i;
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/*
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///one way to draw all the contact points is iterating over contact manifolds / points:
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int numManifolds = collisionWorld->GetDispatcher()->GetNumManifolds();
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for (i=0;i<numManifolds;i++)
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{
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@@ -147,6 +149,7 @@ void clientDisplay(void) {
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glEnd();
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}
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}
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*/
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//GL_ShapeDrawer::DrawCoordSystem();
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