264 lines
7.7 KiB
C++
264 lines
7.7 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "btCollisionDispatcher.h"
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#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
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#include "BulletCollision/CollisionShapes/btCollisionShape.h"
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#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
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#include "BulletCollision/BroadphaseCollision/btOverlappingPairCache.h"
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#include "LinearMath/btPoolAllocator.h"
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#include "BulletCollision/CollisionDispatch/btCollisionConfiguration.h"
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int gNumManifold = 0;
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#include <stdio.h>
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btCollisionDispatcher::btCollisionDispatcher (btCollisionConfiguration* collisionConfiguration):
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m_count(0),
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m_useIslands(true),
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m_collisionConfiguration(collisionConfiguration)
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{
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int i;
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setNearCallback(defaultNearCallback);
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m_collisionAlgorithmPoolAllocator = new btPoolAllocator(m_collisionConfiguration->getCollisionAlgorithmMaxElementSize(),m_collisionConfiguration->getCollisionAlgorithmPoolSize());
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m_persistentManifoldPoolAllocator = new btPoolAllocator(sizeof(btPersistentManifold),m_collisionConfiguration->getPersistentManifoldPoolSize());
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for (i=0;i<MAX_BROADPHASE_COLLISION_TYPES;i++)
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{
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for (int j=0;j<MAX_BROADPHASE_COLLISION_TYPES;j++)
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{
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m_doubleDispatch[i][j] = m_collisionConfiguration->getCollisionAlgorithmCreateFunc(i,j);
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assert(m_doubleDispatch[i][j]);
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}
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}
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};
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void btCollisionDispatcher::registerCollisionCreateFunc(int proxyType0, int proxyType1, btCollisionAlgorithmCreateFunc *createFunc)
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{
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m_doubleDispatch[proxyType0][proxyType1] = createFunc;
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}
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btCollisionDispatcher::~btCollisionDispatcher()
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{
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delete m_collisionAlgorithmPoolAllocator;
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delete m_persistentManifoldPoolAllocator;
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}
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btPersistentManifold* btCollisionDispatcher::getNewManifold(void* b0,void* b1)
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{
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gNumManifold++;
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//btAssert(gNumManifold < 65535);
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btCollisionObject* body0 = (btCollisionObject*)b0;
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btCollisionObject* body1 = (btCollisionObject*)b1;
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void* mem = m_persistentManifoldPoolAllocator->allocate(sizeof(btPersistentManifold));
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btPersistentManifold* manifold = new(mem) btPersistentManifold (body0,body1,0);
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m_manifoldsPtr.push_back(manifold);
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return manifold;
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}
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void btCollisionDispatcher::clearManifold(btPersistentManifold* manifold)
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{
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manifold->clearManifold();
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}
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void btCollisionDispatcher::releaseManifold(btPersistentManifold* manifold)
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{
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gNumManifold--;
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//printf("releaseManifold: gNumManifold %d\n",gNumManifold);
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clearManifold(manifold);
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///todo: this can be improved a lot, linear search might be slow part!
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int findIndex = m_manifoldsPtr.findLinearSearch(manifold);
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if (findIndex < m_manifoldsPtr.size())
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{
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m_manifoldsPtr.swap(findIndex,m_manifoldsPtr.size()-1);
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m_manifoldsPtr.pop_back();
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manifold->~btPersistentManifold();
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m_persistentManifoldPoolAllocator->free(manifold);
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}
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}
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btCollisionAlgorithm* btCollisionDispatcher::findAlgorithm(btCollisionObject* body0,btCollisionObject* body1,btPersistentManifold* sharedManifold)
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{
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btCollisionAlgorithmConstructionInfo ci;
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ci.m_dispatcher1 = this;
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ci.m_manifold = sharedManifold;
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btCollisionAlgorithm* algo = m_doubleDispatch[body0->getCollisionShape()->getShapeType()][body1->getCollisionShape()->getShapeType()]->CreateCollisionAlgorithm(ci,body0,body1);
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return algo;
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}
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bool btCollisionDispatcher::needsResponse(btCollisionObject* body0,btCollisionObject* body1)
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{
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//here you can do filtering
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bool hasResponse =
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(body0->hasContactResponse() && body1->hasContactResponse());
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//no response between two static/kinematic bodies:
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hasResponse = hasResponse &&
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((!body0->isStaticOrKinematicObject()) ||(! body1->isStaticOrKinematicObject()));
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return hasResponse;
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}
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bool btCollisionDispatcher::needsCollision(btCollisionObject* body0,btCollisionObject* body1)
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{
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assert(body0);
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assert(body1);
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bool needsCollision = true;
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//broadphase filtering already deals with this
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if ((body0->isStaticObject() || body0->isKinematicObject()) &&
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(body1->isStaticObject() || body1->isKinematicObject()))
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{
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printf("warning btCollisionDispatcher::needsCollision: static-static collision!\n");
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}
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if ((!body0->isActive()) && (!body1->isActive()))
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needsCollision = false;
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else if (!body0->checkCollideWith(body1))
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needsCollision = false;
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return needsCollision ;
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}
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///interface for iterating all overlapping collision pairs, no matter how those pairs are stored (array, set, map etc)
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///this is useful for the collision dispatcher.
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class btCollisionPairCallback : public btOverlapCallback
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{
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btDispatcherInfo& m_dispatchInfo;
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btCollisionDispatcher* m_dispatcher;
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public:
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btCollisionPairCallback(btDispatcherInfo& dispatchInfo,btCollisionDispatcher* dispatcher)
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:m_dispatchInfo(dispatchInfo),
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m_dispatcher(dispatcher)
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{
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}
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btCollisionPairCallback& operator=(btCollisionPairCallback& other)
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{
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m_dispatchInfo = other.m_dispatchInfo;
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m_dispatcher = other.m_dispatcher;
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return *this;
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}
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virtual ~btCollisionPairCallback() {}
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virtual bool processOverlap(btBroadphasePair& pair)
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{
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(*m_dispatcher->getNearCallback())(pair,*m_dispatcher,m_dispatchInfo);
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return false;
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}
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};
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void btCollisionDispatcher::dispatchAllCollisionPairs(btOverlappingPairCache* pairCache,btDispatcherInfo& dispatchInfo,btDispatcher* dispatcher)
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{
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//m_blockedForChanges = true;
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btCollisionPairCallback collisionCallback(dispatchInfo,this);
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pairCache->processAllOverlappingPairs(&collisionCallback,dispatcher);
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//m_blockedForChanges = false;
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}
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//by default, Bullet will use this near callback
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void btCollisionDispatcher::defaultNearCallback(btBroadphasePair& collisionPair, btCollisionDispatcher& dispatcher, btDispatcherInfo& dispatchInfo)
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{
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btCollisionObject* colObj0 = (btCollisionObject*)collisionPair.m_pProxy0->m_clientObject;
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btCollisionObject* colObj1 = (btCollisionObject*)collisionPair.m_pProxy1->m_clientObject;
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if (dispatcher.needsCollision(colObj0,colObj1))
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{
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//dispatcher will keep algorithms persistent in the collision pair
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if (!collisionPair.m_algorithm)
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{
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collisionPair.m_algorithm = dispatcher.findAlgorithm(colObj0,colObj1);
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}
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if (collisionPair.m_algorithm)
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{
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btManifoldResult contactPointResult(colObj0,colObj1);
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if (dispatchInfo.m_dispatchFunc == btDispatcherInfo::DISPATCH_DISCRETE)
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{
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//discrete collision detection query
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collisionPair.m_algorithm->processCollision(colObj0,colObj1,dispatchInfo,&contactPointResult);
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} else
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{
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//continuous collision detection query, time of impact (toi)
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btScalar toi = collisionPair.m_algorithm->calculateTimeOfImpact(colObj0,colObj1,dispatchInfo,&contactPointResult);
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if (dispatchInfo.m_timeOfImpact > toi)
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dispatchInfo.m_timeOfImpact = toi;
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}
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}
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}
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}
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void* btCollisionDispatcher::allocateCollisionAlgorithm(int size)
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{
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return m_collisionAlgorithmPoolAllocator->allocate(size);
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}
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void btCollisionDispatcher::freeCollisionAlgorithm(void* ptr)
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{
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m_collisionAlgorithmPoolAllocator->free(ptr);
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}
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