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:
@@ -30,6 +30,7 @@ class btIDebugDraw;
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struct InplaceSolverIslandCallback;
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#include "LinearMath/btAlignedObjectArray.h"
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#include "LinearMath/btThreads.h"
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///btDiscreteDynamicsWorld provides discrete rigid body simulation
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@@ -68,9 +69,11 @@ protected:
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bool m_latencyMotionStateInterpolation;
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btAlignedObjectArray<btPersistentManifold*> m_predictiveManifolds;
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btSpinMutex m_predictiveManifoldsMutex; // used to synchronize threads creating predictive contacts
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virtual void predictUnconstraintMotion(btScalar timeStep);
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void integrateTransformsInternal( btRigidBody** bodies, int numBodies, btScalar timeStep ); // can be called in parallel
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virtual void integrateTransforms(btScalar timeStep);
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virtual void calculateSimulationIslands();
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@@ -85,7 +88,9 @@ protected:
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virtual void internalSingleStepSimulation( btScalar timeStep);
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void createPredictiveContacts(btScalar timeStep);
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void releasePredictiveContacts();
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void createPredictiveContactsInternal( btRigidBody** bodies, int numBodies, btScalar timeStep ); // can be called in parallel
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virtual void createPredictiveContacts(btScalar timeStep);
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virtual void saveKinematicState(btScalar timeStep);
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