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:
@@ -23,6 +23,59 @@ subject to the following restrictions:
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#include "btGImpactMassUtil.h"
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btGImpactMeshShapePart::btGImpactMeshShapePart( btStridingMeshInterface * meshInterface, int part )
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{
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// moved from .h to .cpp because of conditional compilation
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// (The setting of BT_THREADSAFE may differ between various cpp files, so it is best to
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// avoid using it in h files)
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m_primitive_manager.m_meshInterface = meshInterface;
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m_primitive_manager.m_part = part;
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m_box_set.setPrimitiveManager( &m_primitive_manager );
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#if BT_THREADSAFE
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// If threadsafe is requested, this object uses a different lock/unlock
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// model with the btStridingMeshInterface -- lock once when the object is constructed
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// and unlock once in the destructor.
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// The other way of locking and unlocking for each collision check in the narrowphase
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// is not threadsafe. Note these are not thread-locks, they are calls to the meshInterface's
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// getLockedReadOnlyVertexIndexBase virtual function, which by default just returns a couple of
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// pointers. In theory a client could override the lock function to do all sorts of
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// things like reading data from GPU memory, or decompressing data on the fly, but such things
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// do not seem all that likely or useful, given the performance cost.
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m_primitive_manager.lock();
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#endif
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}
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btGImpactMeshShapePart::~btGImpactMeshShapePart()
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{
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// moved from .h to .cpp because of conditional compilation
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#if BT_THREADSAFE
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m_primitive_manager.unlock();
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#endif
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}
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void btGImpactMeshShapePart::lockChildShapes() const
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{
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// moved from .h to .cpp because of conditional compilation
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#if ! BT_THREADSAFE
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// called in the narrowphase -- not threadsafe!
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void * dummy = (void*) ( m_box_set.getPrimitiveManager() );
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TrimeshPrimitiveManager * dummymanager = static_cast<TrimeshPrimitiveManager *>( dummy );
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dummymanager->lock();
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#endif
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}
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void btGImpactMeshShapePart::unlockChildShapes() const
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{
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// moved from .h to .cpp because of conditional compilation
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#if ! BT_THREADSAFE
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// called in the narrowphase -- not threadsafe!
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void * dummy = (void*) ( m_box_set.getPrimitiveManager() );
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TrimeshPrimitiveManager * dummymanager = static_cast<TrimeshPrimitiveManager *>( dummy );
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dummymanager->unlock();
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#endif
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}
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#define CALC_EXACT_INERTIA 1
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