67 m_dispatcher(dispatcher)
82 m_solverInfo = solverInfo;
83 m_debugDrawer = debugDrawer;
btPersistentManifold is a contact point cache, it stays persistent as long as objects are overlapping...
btDiscreteDynamicsWorldMt(btDispatcher *dispatcher, btBroadphaseInterface *pairCache, btConstraintSolver *constraintSolver, btCollisionConfiguration *collisionConfiguration)
btSimulationIslandManager * m_islandManager
virtual void buildAndProcessIslands(btDispatcher *dispatcher, btCollisionWorld *collisionWorld, btAlignedObjectArray< btTypedConstraint *> &constraints, IslandCallback *callback)
btDiscreteDynamicsWorld provides discrete rigid body simulation those classes replace the obsolete Cc...
btCollisionConfiguration allows to configure Bullet collision detection stack allocator size...
virtual void solveConstraints(btContactSolverInfo &solverInfo)
virtual btScalar solveGroup(btCollisionObject **bodies, int numBodies, btPersistentManifold **manifold, int numManifolds, btTypedConstraint **constraints, int numConstraints, const btContactSolverInfo &info, class btIDebugDraw *debugDrawer, btDispatcher *dispatcher)=0
solve a group of constraints
#define SIMD_FORCE_INLINE
bool m_ownsConstraintSolver
btContactSolverInfo * m_solverInfo
InplaceSolverIslandCallbackMt(btConstraintSolver *solver, btStackAlloc *stackAlloc, btDispatcher *dispatcher)
The StackAlloc class provides some fast stack-based memory allocator (LIFO last-in first-out) ...
btContactSolverInfo m_solverInfo
int getNumCollisionObjects() const
btCollisionWorld * getCollisionWorld()
btDispatcher * m_dispatcher
btIDebugDraw * m_debugDrawer
virtual btIDebugDraw * getDebugDrawer()
btIDebugDraw * m_debugDrawer
#define btAlignedFree(ptr)
btCollisionObject can be used to manage collision detection objects.
The btIDebugDraw interface class allows hooking up a debug renderer to visually debug simulations...
void setup(btContactSolverInfo *solverInfo, btIDebugDraw *debugDrawer)
The btBroadphaseInterface class provides an interface to detect aabb-overlapping object pairs...
btDispatcher * getDispatcher()
virtual void allSolved(const btContactSolverInfo &, class btIDebugDraw *)
virtual void prepareSolve(int, int)
TypedConstraint is the baseclass for Bullet constraints and vehicles.
void setMinimumSolverBatchSize(int sz)
#define btAlignedAlloc(size, alignment)
btConstraintSolver * m_constraintSolver
virtual void processIsland(btCollisionObject **bodies, int numBodies, btPersistentManifold **manifolds, int numManifolds, btTypedConstraint **constraints, int numConstraints, int islandId)
InplaceSolverIslandCallbackMt & operator=(InplaceSolverIslandCallbackMt &other)
btConstraintSolver * m_solver
virtual ~btDiscreteDynamicsWorldMt()
The btDispatcher interface class can be used in combination with broadphase to dispatch calculations ...
InplaceSolverIslandCallbackMt * m_solverIslandCallbackMt
SimulationIslandManagerMt – Multithread capable version of SimulationIslandManager Splits the world...
virtual ~btSimulationIslandManager()
virtual ~btConstraintSolver()
btAlignedObjectArray< btTypedConstraint * > m_constraints