bullet3/examples/MultiThreading/main.cpp
Erwin Coumans 1452cae641 * add textured models of ball.vtk (obj/mtl) and torus (obj/mtl) and cloth.
1) allow to render deformables in 'getCameraImage', for TinyRenderer (tested OK) and EGL (untested)
2) allow to have textures for deformables. See deformable_ball.py, deformable_anchor.py and deformable_torus.py for examples
3) deformables: allow to request simulation mesh data (even if there is a render mesh) See deformable_anchor.py for an example usage
   data = p.getMeshData(clothId, -1, flags=p.MESH_DATA_SIMULATION_MESH)
4) fix deletion of deformables, thanks to Fychuyan, https://github.com/bulletphysics/bullet3/pull/3048
5) allow to enable and disable double-sided rendering, p.changeVisualShape(objectUid, linkIndex, flags=p.VISUAL_SHAPE_DOUBLE_SIDED)
6) fix GripperGraspExample, model not found
7) Fix deformable anchor not attaching to multibody with object unique id of 0
8) Fix issue with assignment of unique ids in TinyRenderer/EGL renderer (always use broadphase uid)
9) Avoid crash/issue of simulation with pinned vertices (mass 0) in btDeformableBackwardEulerObjective::applyExplicitForce
10) Store uv/normal in btSoftBody::RenderNode to allow textured meshes
11) (uncomment in btSoftBodyHelpers.cpp): dump vertices and indices in obj wavefront format, when loading a VTK file, for quicker creation of a (textured) surface mesh
12) allow interpolateRenderMesh also for old position-based soft bodies (not only the shiny new FEM deformables)
13) fix a few premake targets
14) update build_visual_studio_vr_pybullet_double_cmake.bat so it suits c:\python37 and installs locally
    for local install of Bullet, see also this example https://github.com/erwincoumans/hello_bullet_cmake
2020-09-12 01:03:04 -07:00

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/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2010 Erwin Coumans http://bulletphysics.org
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/// ThreadingDemo shows how to use the cross platform thread support interface.
/// You can start threads and perform a blocking wait for completion
/// Under Windows it uses Win32 Threads. On Mac and Linux it uses pthreads. On PlayStation 3 Cell SPU it uses SPURS.
/// June 2010
/// New: critical section/barriers and non-blocking polling for completion
void SampleThreadFunc(void* userPtr, void* lsMemory);
void* SamplelsMemoryFunc();
void SamplelsMemoryReleaseFunc(void* ptr);
#include <stdio.h>
//#include "BulletMultiThreaded/PlatformDefinitions.h"
#ifndef _WIN32
#include "b3PosixThreadSupport.h"
b3ThreadSupportInterface* createThreadSupport(int numThreads)
{
b3PosixThreadSupport::ThreadConstructionInfo constructionInfo("testThreads",
SampleThreadFunc,
SamplelsMemoryFunc,
SamplelsMemoryReleaseFunc,
numThreads);
b3ThreadSupportInterface* threadSupport = new b3PosixThreadSupport(constructionInfo);
return threadSupport;
}
#elif defined(_WIN32)
#include "b3Win32ThreadSupport.h"
b3ThreadSupportInterface* createThreadSupport(int numThreads)
{
b3Win32ThreadSupport::Win32ThreadConstructionInfo threadConstructionInfo("testThreads", SampleThreadFunc, SamplelsMemoryFunc, SamplelsMemoryReleaseFunc, numThreads);
b3Win32ThreadSupport* threadSupport = new b3Win32ThreadSupport(threadConstructionInfo);
return threadSupport;
}
#endif
struct SampleArgs
{
SampleArgs()
: m_fakeWork(1)
{
}
b3CriticalSection* m_cs;
float m_fakeWork;
};
struct SampleThreadLocalStorage
{
int threadId;
};
void SampleThreadFunc(void* userPtr, void* lsMemory)
{
printf("thread started\n");
SampleThreadLocalStorage* localStorage = (SampleThreadLocalStorage*)lsMemory;
SampleArgs* args = (SampleArgs*)userPtr;
int workLeft = true;
while (workLeft)
{
args->m_cs->lock();
int count = args->m_cs->getSharedParam(0);
args->m_cs->setSharedParam(0, count - 1);
args->m_cs->unlock();
if (count > 0)
{
printf("thread %d processed number %d\n", localStorage->threadId, count);
}
//do some fake work
for (int i = 0; i < 1000000; i++)
args->m_fakeWork = b3Scalar(1.21) * args->m_fakeWork;
workLeft = count > 0;
}
printf("finished\n");
//do nothing
}
void* SamplelsMemoryFunc()
{
//don't create local store memory, just return 0
return new SampleThreadLocalStorage;
}
void SamplelsMemoryReleaseFunc(void* ptr)
{
SampleThreadLocalStorage* p = (SampleThreadLocalStorage*)ptr;
delete p;
}
int main(int argc, char** argv)
{
int numThreads = 8;
b3ThreadSupportInterface* threadSupport = createThreadSupport(numThreads);
for (int i = 0; i < threadSupport->getNumTasks(); i++)
{
SampleThreadLocalStorage* storage = (SampleThreadLocalStorage*)threadSupport->getThreadLocalMemory(i);
b3Assert(storage);
storage->threadId = i;
}
SampleArgs args;
args.m_cs = threadSupport->createCriticalSection();
args.m_cs->setSharedParam(0, 100);
int arg0, arg1;
int i;
for (i = 0; i < numThreads; i++)
{
threadSupport->runTask(B3_THREAD_SCHEDULE_TASK, (void*)&args, i);
}
bool blockingWait = false;
if (blockingWait)
{
for (i = 0; i < numThreads; i++)
{
threadSupport->waitForResponse(&arg0, &arg1);
printf("finished waiting for response: %d %d\n", arg0, arg1);
}
}
else
{
int numActiveThreads = numThreads;
while (numActiveThreads)
{
if (threadSupport->isTaskCompleted(&arg0, &arg1, 0))
{
numActiveThreads--;
printf("numActiveThreads = %d\n", numActiveThreads);
}
else
{
// printf("polling..");
}
};
}
printf("stopping threads\n");
delete threadSupport;
printf("Press ENTER to quit\n");
//getchar();
return 0;
}