00001 /* 00002 Bullet Continuous Collision Detection and Physics Library 00003 Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ 00004 00005 This software is provided 'as-is', without any express or implied warranty. 00006 In no event will the authors be held liable for any damages arising from the use of this software. 00007 Permission is granted to anyone to use this software for any purpose, 00008 including commercial applications, and to alter it and redistribute it freely, 00009 subject to the following restrictions: 00010 00011 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. 00012 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 00013 3. This notice may not be removed or altered from any source distribution. 00014 */ 00015 00016 #ifndef BT_SIMULATION_ISLAND_MANAGER_H 00017 #define BT_SIMULATION_ISLAND_MANAGER_H 00018 00019 #include "BulletCollision/CollisionDispatch/btUnionFind.h" 00020 #include "btCollisionCreateFunc.h" 00021 #include "LinearMath/btAlignedObjectArray.h" 00022 #include "btCollisionObject.h" 00023 00024 class btCollisionObject; 00025 class btCollisionWorld; 00026 class btDispatcher; 00027 class btPersistentManifold; 00028 00029 00031 class btSimulationIslandManager 00032 { 00033 btUnionFind m_unionFind; 00034 00035 btAlignedObjectArray<btPersistentManifold*> m_islandmanifold; 00036 btAlignedObjectArray<btCollisionObject* > m_islandBodies; 00037 00038 bool m_splitIslands; 00039 00040 public: 00041 btSimulationIslandManager(); 00042 virtual ~btSimulationIslandManager(); 00043 00044 00045 void initUnionFind(int n); 00046 00047 00048 btUnionFind& getUnionFind() { return m_unionFind;} 00049 00050 virtual void updateActivationState(btCollisionWorld* colWorld,btDispatcher* dispatcher); 00051 virtual void storeIslandActivationState(btCollisionWorld* world); 00052 00053 00054 void findUnions(btDispatcher* dispatcher,btCollisionWorld* colWorld); 00055 00056 00057 00058 struct IslandCallback 00059 { 00060 virtual ~IslandCallback() {}; 00061 00062 virtual void ProcessIsland(btCollisionObject** bodies,int numBodies,class btPersistentManifold** manifolds,int numManifolds, int islandId) = 0; 00063 }; 00064 00065 void buildAndProcessIslands(btDispatcher* dispatcher,btCollisionWorld* collisionWorld, IslandCallback* callback); 00066 00067 void buildIslands(btDispatcher* dispatcher,btCollisionWorld* colWorld); 00068 00069 bool getSplitIslands() 00070 { 00071 return m_splitIslands; 00072 } 00073 void setSplitIslands(bool doSplitIslands) 00074 { 00075 m_splitIslands = doSplitIslands; 00076 } 00077 00078 }; 00079 00080 #endif //BT_SIMULATION_ISLAND_MANAGER_H 00081