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:
@@ -21,6 +21,7 @@ SET(BulletDynamics_SRCS
|
||||
ConstraintSolver/btTypedConstraint.cpp
|
||||
ConstraintSolver/btUniversalConstraint.cpp
|
||||
Dynamics/btDiscreteDynamicsWorld.cpp
|
||||
Dynamics/btDiscreteDynamicsWorldMt.cpp
|
||||
Dynamics/btRigidBody.cpp
|
||||
Dynamics/btSimpleDynamicsWorld.cpp
|
||||
# Dynamics/Bullet-C-API.cpp
|
||||
@@ -70,6 +71,7 @@ SET(ConstraintSolver_HDRS
|
||||
SET(Dynamics_HDRS
|
||||
Dynamics/btActionInterface.h
|
||||
Dynamics/btDiscreteDynamicsWorld.h
|
||||
Dynamics/btDiscreteDynamicsWorldMt.h
|
||||
Dynamics/btDynamicsWorld.h
|
||||
Dynamics/btSimpleDynamicsWorld.h
|
||||
Dynamics/btRigidBody.h
|
||||
|
||||
Reference in New Issue
Block a user