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
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@@ -87,7 +87,7 @@ btVector3 NormalOf(const btVector3 *vert, const int n);
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btVector3 PlaneLineIntersection(const btPlane &plane, const btVector3 &p0, const btVector3 &p1)
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{
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// returns the point where the line p0-p1 intersects the plane n&d
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static btVector3 dif;
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btVector3 dif;
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dif = p1-p0;
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btScalar dn= btDot(plane.normal,dif);
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btScalar t = -(plane.dist+btDot(plane.normal,p0) )/dn;
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@@ -112,7 +112,7 @@ btVector3 TriNormal(const btVector3 &v0, const btVector3 &v1, const btVector3 &v
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btScalar DistanceBetweenLines(const btVector3 &ustart, const btVector3 &udir, const btVector3 &vstart, const btVector3 &vdir, btVector3 *upoint, btVector3 *vpoint)
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{
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static btVector3 cp;
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btVector3 cp;
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cp = btCross(udir,vdir).normalized();
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btScalar distu = -btDot(cp,ustart);
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