fairly large refactoring of dispatcher/simulation island management, to allow for parallel simulation.
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@@ -24,7 +24,7 @@ class CcdPhysicsController;
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class TypedConstraint;
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class SimulationIslandManager;
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class CollisionDispatcher;
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class Dispatcher;
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//#include "BroadphaseInterface.h"
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@@ -61,6 +61,7 @@ class CcdPhysicsEnvironment : public PHY_IPhysicsEnvironment
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ContactSolverInfo m_solverInfo;
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SimulationIslandManager* m_islandManager;
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public:
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CcdPhysicsEnvironment(CollisionDispatcher* dispatcher=0, OverlappingPairCache* pairCache=0);
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@@ -160,9 +161,9 @@ class CcdPhysicsEnvironment : public PHY_IPhysicsEnvironment
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BroadphaseInterface* GetBroadphase();
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CollisionDispatcher* GetDispatcher();
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const CollisionDispatcher* GetDispatcher() const;
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bool IsSatCollisionDetectionEnabled() const
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{
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@@ -180,16 +181,29 @@ class CcdPhysicsEnvironment : public PHY_IPhysicsEnvironment
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CcdPhysicsController* GetPhysicsController( int index);
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int GetNumManifolds() const;
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const PersistentManifold* GetManifold(int index) const;
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std::vector<TypedConstraint*> m_constraints;
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void SyncMotionStates(float timeStep);
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class CollisionWorld* GetCollisionWorld()
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{
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return m_collisionWorld;
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}
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const class CollisionWorld* GetCollisionWorld() const
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{
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return m_collisionWorld;
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}
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private:
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void SyncMotionStates(float timeStep);
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std::vector<CcdPhysicsController*> m_controllers;
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