16#ifndef BT_SIMULATION_ISLAND_MANAGER_H
17#define BT_SIMULATION_ISLAND_MANAGER_H
67 return m_splitIslands;
71 m_splitIslands = doSplitIslands;
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between world
btSequentialImpulseConstraintSolverMt int numBodies
btSequentialImpulseConstraintSolverMt int btPersistentManifold int numManifolds
CollisionWorld is interface and container for the collision detection.
virtual void storeIslandActivationState(btCollisionWorld *world)
void findUnions(btDispatcher *dispatcher, btCollisionWorld *colWorld)
void processIslands(btDispatcher *dispatcher, btCollisionWorld *collisionWorld, IslandCallback *callback)
virtual void updateActivationState(btCollisionWorld *colWorld, btDispatcher *dispatcher)
void setSplitIslands(bool doSplitIslands)
void buildAndProcessIslands(btDispatcher *dispatcher, btCollisionWorld *collisionWorld, IslandCallback *callback)
btUnionFind & getUnionFind()
void initUnionFind(int n)
btSimulationIslandManager()
void buildIslands(btDispatcher *dispatcher, btCollisionWorld *colWorld)
virtual ~btSimulationIslandManager()
UnionFind calculates connected subsets.
virtual void processIsland(btCollisionObject **bodies, int numBodies, class btPersistentManifold **manifolds, int numManifolds, int islandId)=0
virtual ~IslandCallback()