76 for (
int i = 0; i < numSolvers; ++i)
91 for (
int i = 0; i < numSolvers; ++i)
96 init(&solvers[0], numSolvers);
102 init(solvers, numSolvers);
108 for (
int i = 0; i <
m_solvers.size(); ++i)
128 ts->
solver->
solveGroup(bodies, numBodies, manifolds, numManifolds, constraints, numConstraints, info, debugDrawer, dispatcher);
135 for (
int i = 0; i <
m_solvers.size(); ++i)
199 for (
int i = iBegin; i < iEnd; ++i)
260 scheduler->sleepWorkerThreadsHint();
#define btAlignedFree(ptr)
#define btAlignedAlloc(size, alignment)
@ BT_SEQUENTIAL_IMPULSE_SOLVER
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
unsigned int btGetCurrentThreadIndex()
btITaskScheduler * btGetTaskScheduler()
void btParallelFor(int iBegin, int iEnd, int grainSize, const btIParallelForBody &body)
The btAlignedObjectArray template class uses a subset of the stl::vector interface for its methods It...
int size() const
return the number of elements in the array
void push_back(const T &_Val)
The btBroadphaseInterface class provides an interface to detect aabb-overlapping object pairs.
btCollisionConfiguration allows to configure Bullet collision detection stack allocator size,...
btCollisionObject can be used to manage collision detection objects.
bool isStaticOrKinematicObject() const
const btTransform & getInterpolationWorldTransform() const
btDispatcher * getDispatcher()
int getNumCollisionObjects() const
btIDebugDraw * m_debugDrawer
btConstraintSolverPoolMt - masquerades as a constraint solver, but really it is a threadsafe pool of ...
ThreadSolver * getAndLockThreadSolver()
btConstraintSolverPoolMt
virtual void reset() BT_OVERRIDE
clear internal cached data and reset random seed
btConstraintSolverType m_solverType
void init(btConstraintSolver **solvers, int numSolvers)
virtual ~btConstraintSolverPoolMt()
virtual btScalar solveGroup(btCollisionObject **bodies, int numBodies, btPersistentManifold **manifolds, int numManifolds, btTypedConstraint **constraints, int numConstraints, const btContactSolverInfo &info, btIDebugDraw *debugDrawer, btDispatcher *dispatcher) BT_OVERRIDE
solve a group of constraints
btConstraintSolverPoolMt(int numSolvers)
btAlignedObjectArray< ThreadSolver > m_solvers
virtual btConstraintSolverType getSolverType() const =0
virtual void allSolved(const btContactSolverInfo &, class btIDebugDraw *)
virtual void prepareSolve(int, int)
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
virtual void reset()=0
clear internal cached data and reset random seed
btConstraintSolver * m_constraintSolverMt
virtual void solveConstraints(btContactSolverInfo &solverInfo) BT_OVERRIDE
virtual void integrateTransforms(btScalar timeStep) BT_OVERRIDE
virtual int stepSimulation(btScalar timeStep, int maxSubSteps, btScalar fixedTimeStep) BT_OVERRIDE
if maxSubSteps > 0, it will interpolate motion between fixedTimeStep's
virtual void predictUnconstraintMotion(btScalar timeStep) BT_OVERRIDE
btDiscreteDynamicsWorldMt(btDispatcher *dispatcher, btBroadphaseInterface *pairCache, btConstraintSolverPoolMt *solverPool, btConstraintSolver *constraintSolverMt, btCollisionConfiguration *collisionConfiguration)
btDiscreteDynamicsWorldMt
virtual void createPredictiveContacts(btScalar timeStep) BT_OVERRIDE
virtual ~btDiscreteDynamicsWorldMt()
btDiscreteDynamicsWorld provides discrete rigid body simulation those classes replace the obsolete Cc...
virtual int stepSimulation(btScalar timeStep, int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.))
if maxSubSteps > 0, it will interpolate motion between fixedTimeStep's
btSimulationIslandManager * m_islandManager
btAlignedObjectArray< btTypedConstraint * > m_constraints
btAlignedObjectArray< btRigidBody * > m_nonStaticRigidBodies
btConstraintSolver * m_constraintSolver
btCollisionWorld * getCollisionWorld()
void releasePredictiveContacts()
The btDispatcher interface class can be used in combination with broadphase to dispatch calculations ...
btContactSolverInfo m_solverInfo
The btIDebugDraw interface class allows hooking up a debug renderer to visually debug simulations.
btPersistentManifold is a contact point cache, it stays persistent as long as objects are overlapping...
The btRigidBody is the main class for rigid body objects.
void applyDamping(btScalar timeStep)
applyDamping damps the velocity, using the given m_linearDamping and m_angularDamping
void predictIntegratedTransform(btScalar step, btTransform &predictedTransform)
continuous collision detection needs prediction
The btSequentialImpulseConstraintSolver is a fast SIMD implementation of the Projected Gauss Seidel (...
SimulationIslandManagerMt – Multithread capable version of SimulationIslandManager Splits the world u...
virtual void buildAndProcessIslands(btDispatcher *dispatcher, btCollisionWorld *collisionWorld, btAlignedObjectArray< btTypedConstraint * > &constraints, const SolverParams &solverParams)
void setMinimumSolverBatchSize(int sz)
virtual ~btSimulationIslandManager()
TypedConstraint is the baseclass for Bullet constraints and vehicles.
btRigidBody ** rigidBodies
void forLoop(int iBegin, int iEnd) const BT_OVERRIDE
btConstraintSolver * solver
btContactSolverInfo * m_solverInfo
btDispatcher * m_dispatcher
btConstraintSolver * m_solverPool
btConstraintSolver * m_solverMt
btIDebugDraw * m_debugDrawer