merged most of the changes from the branch into trunk, except for COLLADA, libxml and glut glitches.
Still need to verify to make sure no unwanted renaming is introduced.
This commit is contained in:
@@ -51,29 +51,29 @@ ParallelIslandDispatcher::ParallelIslandDispatcher ():
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};
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PersistentManifold* ParallelIslandDispatcher::GetNewManifold(void* b0,void* b1)
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btPersistentManifold* ParallelIslandDispatcher::GetNewManifold(void* b0,void* b1)
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{
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gNumManifold2++;
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//ASSERT(gNumManifold < 65535);
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CollisionObject* body0 = (CollisionObject*)b0;
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CollisionObject* body1 = (CollisionObject*)b1;
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btCollisionObject* body0 = (btCollisionObject*)b0;
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btCollisionObject* body1 = (btCollisionObject*)b1;
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PersistentManifold* manifold = new PersistentManifold (body0,body1);
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btPersistentManifold* manifold = new btPersistentManifold (body0,body1);
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m_manifoldsPtr.push_back(manifold);
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return manifold;
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}
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void ParallelIslandDispatcher::ClearManifold(PersistentManifold* manifold)
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void ParallelIslandDispatcher::ClearManifold(btPersistentManifold* manifold)
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{
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manifold->ClearManifold();
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}
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void ParallelIslandDispatcher::ReleaseManifold(PersistentManifold* manifold)
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void ParallelIslandDispatcher::ReleaseManifold(btPersistentManifold* manifold)
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{
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gNumManifold2--;
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@@ -82,7 +82,7 @@ void ParallelIslandDispatcher::ReleaseManifold(PersistentManifold* manifold)
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ClearManifold(manifold);
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std::vector<PersistentManifold*>::iterator i =
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std::vector<btPersistentManifold*>::iterator i =
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std::find(m_manifoldsPtr.begin(), m_manifoldsPtr.end(), manifold);
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if (!(i == m_manifoldsPtr.end()))
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{
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@@ -99,14 +99,14 @@ void ParallelIslandDispatcher::ReleaseManifold(PersistentManifold* manifold)
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//
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// todo: this is random access, it can be walked 'cache friendly'!
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//
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void ParallelIslandDispatcher::BuildAndProcessIslands(CollisionObjectArray& collisionObjects, IslandCallback* callback)
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void ParallelIslandDispatcher::BuildAndProcessIslands(btCollisionObjectArray& collisionObjects, IslandCallback* callback)
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{
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int numBodies = collisionObjects.size();
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for (int islandId=0;islandId<numBodies;islandId++)
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{
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std::vector<PersistentManifold*> islandmanifold;
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std::vector<btPersistentManifold*> islandmanifold;
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//int numSleeping = 0;
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@@ -115,7 +115,7 @@ void ParallelIslandDispatcher::BuildAndProcessIslands(CollisionObjectArray& coll
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int i;
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for (i=0;i<numBodies;i++)
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{
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CollisionObject* colObj0 = collisionObjects[i];
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btCollisionObject* colObj0 = collisionObjects[i];
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if (colObj0->m_islandTag1 == islandId)
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{
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if (colObj0->GetActivationState()== ACTIVE_TAG)
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@@ -132,12 +132,12 @@ void ParallelIslandDispatcher::BuildAndProcessIslands(CollisionObjectArray& coll
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for (i=0;i<GetNumManifolds();i++)
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{
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PersistentManifold* manifold = this->GetManifoldByIndexInternal(i);
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btPersistentManifold* manifold = this->GetManifoldByIndexInternal(i);
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//filtering for response
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CollisionObject* colObj0 = static_cast<CollisionObject*>(manifold->GetBody0());
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CollisionObject* colObj1 = static_cast<CollisionObject*>(manifold->GetBody1());
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btCollisionObject* colObj0 = static_cast<btCollisionObject*>(manifold->GetBody0());
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btCollisionObject* colObj1 = static_cast<btCollisionObject*>(manifold->GetBody1());
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{
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if (((colObj0) && (colObj0)->m_islandTag1 == (islandId)) ||
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((colObj1) && (colObj1)->m_islandTag1 == (islandId)))
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@@ -153,7 +153,7 @@ void ParallelIslandDispatcher::BuildAndProcessIslands(CollisionObjectArray& coll
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int i;
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for (i=0;i<numBodies;i++)
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{
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CollisionObject* colObj0 = collisionObjects[i];
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btCollisionObject* colObj0 = collisionObjects[i];
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if (colObj0->m_islandTag1 == islandId)
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{
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colObj0->SetActivationState( ISLAND_SLEEPING );
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@@ -167,7 +167,7 @@ void ParallelIslandDispatcher::BuildAndProcessIslands(CollisionObjectArray& coll
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int i;
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for (i=0;i<numBodies;i++)
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{
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CollisionObject* colObj0 = collisionObjects[i];
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btCollisionObject* colObj0 = collisionObjects[i];
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if (colObj0->m_islandTag1 == islandId)
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{
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if ( colObj0->GetActivationState() == ISLAND_SLEEPING)
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@@ -189,73 +189,73 @@ void ParallelIslandDispatcher::BuildAndProcessIslands(CollisionObjectArray& coll
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CollisionAlgorithm* ParallelIslandDispatcher::InternalFindAlgorithm(BroadphaseProxy& proxy0,BroadphaseProxy& proxy1)
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btCollisionAlgorithm* ParallelIslandDispatcher::InternalFindAlgorithm(btBroadphaseProxy& proxy0,btBroadphaseProxy& proxy1)
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{
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m_count++;
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CollisionObject* body0 = (CollisionObject*)proxy0.m_clientObject;
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CollisionObject* body1 = (CollisionObject*)proxy1.m_clientObject;
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btCollisionObject* body0 = (btCollisionObject*)proxy0.m_clientObject;
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btCollisionObject* body1 = (btCollisionObject*)proxy1.m_clientObject;
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CollisionAlgorithmConstructionInfo ci;
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btCollisionAlgorithmConstructionInfo ci;
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ci.m_dispatcher = this;
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if (body0->m_collisionShape->IsConvex() && body1->m_collisionShape->IsConvex() )
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{
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return new ConvexConvexAlgorithm(0,ci,&proxy0,&proxy1);
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return new btConvexConvexAlgorithm(0,ci,&proxy0,&proxy1);
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}
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if (body0->m_collisionShape->IsConvex() && body1->m_collisionShape->IsConcave())
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{
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return new ConvexConcaveCollisionAlgorithm(ci,&proxy0,&proxy1);
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return new btConvexConcaveCollisionAlgorithm(ci,&proxy0,&proxy1);
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}
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if (body1->m_collisionShape->IsConvex() && body0->m_collisionShape->IsConcave())
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{
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return new ConvexConcaveCollisionAlgorithm(ci,&proxy1,&proxy0);
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return new btConvexConcaveCollisionAlgorithm(ci,&proxy1,&proxy0);
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}
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if (body0->m_collisionShape->IsCompound())
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{
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return new CompoundCollisionAlgorithm(ci,&proxy0,&proxy1);
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return new btCompoundCollisionAlgorithm(ci,&proxy0,&proxy1);
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} else
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{
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if (body1->m_collisionShape->IsCompound())
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{
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return new CompoundCollisionAlgorithm(ci,&proxy1,&proxy0);
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return new btCompoundCollisionAlgorithm(ci,&proxy1,&proxy0);
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}
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}
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//failed to find an algorithm
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return new EmptyAlgorithm(ci);
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return new btEmptyAlgorithm(ci);
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}
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bool ParallelIslandDispatcher::NeedsResponse(const CollisionObject& colObj0,const CollisionObject& colObj1)
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bool ParallelIslandDispatcher::NeedsResponse(const btCollisionObject& colObj0,const btCollisionObject& colObj1)
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{
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//here you can do filtering
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bool hasResponse =
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(!(colObj0.m_collisionFlags & CollisionObject::noContactResponse)) &&
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(!(colObj1.m_collisionFlags & CollisionObject::noContactResponse));
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(!(colObj0.m_collisionFlags & btCollisionObject::noContactResponse)) &&
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(!(colObj1.m_collisionFlags & btCollisionObject::noContactResponse));
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hasResponse = hasResponse &&
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(colObj0.IsActive() || colObj1.IsActive());
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return hasResponse;
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}
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bool ParallelIslandDispatcher::NeedsCollision(BroadphaseProxy& proxy0,BroadphaseProxy& proxy1)
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bool ParallelIslandDispatcher::NeedsCollision(btBroadphaseProxy& proxy0,btBroadphaseProxy& proxy1)
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{
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CollisionObject* body0 = (CollisionObject*)proxy0.m_clientObject;
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CollisionObject* body1 = (CollisionObject*)proxy1.m_clientObject;
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btCollisionObject* body0 = (btCollisionObject*)proxy0.m_clientObject;
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btCollisionObject* body1 = (btCollisionObject*)proxy1.m_clientObject;
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assert(body0);
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assert(body1);
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bool needsCollision = true;
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if ((body0->m_collisionFlags & CollisionObject::isStatic) &&
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(body1->m_collisionFlags & CollisionObject::isStatic))
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if ((body0->m_collisionFlags & btCollisionObject::isStatic) &&
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(body1->m_collisionFlags & btCollisionObject::isStatic))
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needsCollision = false;
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if ((!body0->IsActive()) && (!body1->IsActive()))
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@@ -266,23 +266,23 @@ bool ParallelIslandDispatcher::NeedsCollision(BroadphaseProxy& proxy0,Broadphase
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}
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///allows the user to get contact point callbacks
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ManifoldResult* ParallelIslandDispatcher::GetNewManifoldResult(CollisionObject* obj0,CollisionObject* obj1,PersistentManifold* manifold)
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btManifoldResult* ParallelIslandDispatcher::GetNewManifoldResult(btCollisionObject* obj0,btCollisionObject* obj1,btPersistentManifold* manifold)
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{
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//in-place, this prevents parallel dispatching, but just adding a list would fix that.
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ManifoldResult* manifoldResult = new (&m_defaultManifoldResult) ManifoldResult(obj0,obj1,manifold);
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btManifoldResult* manifoldResult = new (&m_defaultManifoldResult) btManifoldResult(obj0,obj1,manifold);
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return manifoldResult;
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}
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///allows the user to get contact point callbacks
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void ParallelIslandDispatcher::ReleaseManifoldResult(ManifoldResult*)
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void ParallelIslandDispatcher::ReleaseManifoldResult(btManifoldResult*)
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{
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}
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void ParallelIslandDispatcher::DispatchAllCollisionPairs(OverlappingPairCache* pairCache,DispatcherInfo& dispatchInfo)
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void ParallelIslandDispatcher::DispatchAllCollisionPairs(btOverlappingPairCache* pairCache,btDispatcherInfo& dispatchInfo)
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{
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//m_blockedForChanges = true;
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@@ -296,7 +296,7 @@ void ParallelIslandDispatcher::DispatchAllCollisionPairs(OverlappingPairCache* p
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for (i=0;i<numPairs;i++)
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{
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BroadphasePair& pair = pairs[i];
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btBroadphasePair& pair = pairs[i];
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if (dispatcherId>= 0)
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{
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@@ -310,7 +310,7 @@ void ParallelIslandDispatcher::DispatchAllCollisionPairs(OverlappingPairCache* p
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if (pair.m_algorithms[dispatcherId])
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{
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if (dispatchInfo.m_dispatchFunc == DispatcherInfo::DISPATCH_DISCRETE)
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if (dispatchInfo.m_dispatchFunc == btDispatcherInfo::DISPATCH_DISCRETE)
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{
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pair.m_algorithms[dispatcherId]->ProcessCollision(pair.m_pProxy0,pair.m_pProxy1,dispatchInfo);
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} else
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@@ -324,13 +324,13 @@ void ParallelIslandDispatcher::DispatchAllCollisionPairs(OverlappingPairCache* p
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} else
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{
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//non-persistent algorithm dispatcher
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CollisionAlgorithm* algo = FindAlgorithm(
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btCollisionAlgorithm* algo = FindAlgorithm(
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*pair.m_pProxy0,
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*pair.m_pProxy1);
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if (algo)
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{
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if (dispatchInfo.m_dispatchFunc == DispatcherInfo::DISPATCH_DISCRETE)
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if (dispatchInfo.m_dispatchFunc == btDispatcherInfo::DISPATCH_DISCRETE)
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{
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algo->ProcessCollision(pair.m_pProxy0,pair.m_pProxy1,dispatchInfo);
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} else
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