8#ifndef DeformableBodyInplaceSolverIslandCallback_h
9#define DeformableBodyInplaceSolverIslandCallback_h
31 m_deformableSolver->
solveDeformableBodyGroup(bodies,
m_bodies.
size(), softBodies,
m_softBodies.
size(), manifold,
m_manifolds.
size(), constraints,
m_constraints.
size(), multiBodyConstraints,
m_multiBodyConstraints.
size(), *
m_solverInfo,
m_debugDrawer,
m_dispatcher);
int size() const
return the number of elements in the array
void resize(int newsize, const T &fillData=T())
void push_back(const T &_Val)
btCollisionObject can be used to manage collision detection objects.
virtual void solveDeformableBodyGroup(btCollisionObject **bodies, int numBodies, btCollisionObject **deformableBodies, int numDeformableBodies, btPersistentManifold **manifold, int numManifolds, btTypedConstraint **constraints, int numConstraints, btMultiBodyConstraint **multiBodyConstraints, int numMultiBodyConstraints, const btContactSolverInfo &info, btIDebugDraw *debugDrawer, btDispatcher *dispatcher)
The btDispatcher interface class can be used in combination with broadphase to dispatch calculations ...
btPersistentManifold is a contact point cache, it stays persistent as long as objects are overlapping...
btSolverAnalyticsData m_analyticsData
TypedConstraint is the baseclass for Bullet constraints and vehicles.
btDeformableMultiBodyConstraintSolver * m_deformableSolver
DeformableBodyInplaceSolverIslandCallback(btDeformableMultiBodyConstraintSolver *solver, btDispatcher *dispatcher)
virtual void processConstraints(int islandId=-1)
btAlignedObjectArray< btTypedConstraint * > m_constraints
btAlignedObjectArray< btMultiBodyConstraint * > m_multiBodyConstraints
btContactSolverInfo * m_solverInfo
btAlignedObjectArray< btPersistentManifold * > m_manifolds
btDispatcher * m_dispatcher
btIDebugDraw * m_debugDrawer
btAlignedObjectArray< btCollisionObject * > m_bodies
btAlignedObjectArray< btSolverAnalyticsData > m_islandAnalyticsData
btAlignedObjectArray< btCollisionObject * > m_softBodies
btMultiBodyConstraintSolver * m_solver