MultiThreaded Demo:
- fixing various race conditions throughout (usage of static vars, etc)
- addition of a few lightweight mutexes (which are compiled out by default)
- slight code rearrangement in discreteDynamicsWorld to facilitate multithreading
- PoolAllocator::allocate() can now be called when pool is full without
crashing (null pointer returned)
- PoolAllocator allocate and freeMemory, are OPTIONALLY threadsafe
(default is un-threadsafe)
- CollisionDispatcher no longer checks if the pool allocator is full
before calling allocate(), instead it just calls allocate() and
checks if the return is null -- this avoids a race condition
- SequentialImpulseConstraintSolver OPTIONALLY uses different logic in
getOrInitSolverBody() to avoid a race condition with kinematic bodies
- addition of 2 classes which together allow simulation islands to be run
in parallel:
- btSimulationIslandManagerMt
- btDiscreteDynamicsWorldMt
- MultiThreadedDemo example in the example browser demonstrating use of
OpenMP, Microsoft PPL, and Intel TBB
- use multithreading for other demos
- benchmark demo: add parallel raycasting
This commit is contained in:
@@ -79,6 +79,7 @@ protected:
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int m_islandTag1;
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int m_companionId;
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int m_uniqueId;
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mutable int m_activationState1;
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mutable btScalar m_deactivationTime;
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@@ -455,7 +456,17 @@ public:
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m_companionId = id;
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}
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SIMD_FORCE_INLINE btScalar getHitFraction() const
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SIMD_FORCE_INLINE int getUniqueId() const
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{
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return m_uniqueId;
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}
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void setUniqueId( int id )
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{
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m_uniqueId = id;
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}
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SIMD_FORCE_INLINE btScalar getHitFraction() const
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{
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return m_hitFraction;
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}
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