more work on parallel dispatching of simulation islands
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@@ -321,7 +321,7 @@ static void DrawAabb(IDebugDraw* debugDrawer,const SimdVector3& from,const SimdV
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CcdPhysicsEnvironment::CcdPhysicsEnvironment(CollisionDispatcher* dispatcher,OverlappingPairCache* pairCache)
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CcdPhysicsEnvironment::CcdPhysicsEnvironment(Dispatcher* dispatcher,OverlappingPairCache* pairCache)
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:m_scalingPropagated(false),
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m_numIterations(4),
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m_numTimeSubSteps(1),
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@@ -676,7 +676,8 @@ bool CcdPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep)
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dispatchInfo.m_stepCount = 0;
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dispatchInfo.m_enableSatConvex = m_enableSatCollisionDetection;
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GetCollisionWorld()->GetDispatcher()->DispatchAllCollisionPairs(scene,dispatchInfo);
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scene->RefreshOverlappingPairs();
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GetCollisionWorld()->GetDispatcher()->DispatchAllCollisionPairs(&scene->GetOverlappingPair(0),scene->GetNumOverlappingPairs(),dispatchInfo);
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#ifdef USE_QUICKPROF
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@@ -844,7 +845,8 @@ bool CcdPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep)
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dispatchInfo.m_stepCount = 0;
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dispatchInfo.m_dispatchFunc = DispatcherInfo::DISPATCH_CONTINUOUS;
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GetCollisionWorld()->GetDispatcher()->DispatchAllCollisionPairs(scene,dispatchInfo);
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//pairCache->RefreshOverlappingPairs();//??
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GetCollisionWorld()->GetDispatcher()->DispatchAllCollisionPairs(&scene->GetOverlappingPair(0),scene->GetNumOverlappingPairs(),dispatchInfo);
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toi = dispatchInfo.m_timeOfImpact;
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