mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-15 06:00:12 +00:00
1c3686ca51
- 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
36 lines
1.2 KiB
C++
36 lines
1.2 KiB
C++
#ifndef SIMPLE_OPENGL2_APP_H
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#define SIMPLE_OPENGL2_APP_H
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#include "../CommonInterfaces/CommonGraphicsAppInterface.h"
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class SimpleOpenGL2App : public CommonGraphicsApp
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{
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protected:
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struct SimpleOpenGL2AppInternalData* m_data;
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public:
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SimpleOpenGL2App(const char* title, int width, int height);
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virtual ~SimpleOpenGL2App();
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virtual void drawGrid(DrawGridData data=DrawGridData());
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virtual void setUpAxis(int axis);
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virtual int getUpAxis() const;
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virtual void swapBuffer();
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virtual void drawText( const char* txt, int posX, int posY, float size);
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virtual void drawTexturedRect(float x0, float y0, float x1, float y1, float color[4], float u0,float v0, float u1, float v1, int useRGBA){};
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virtual void setBackgroundColor(float red, float green, float blue);
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virtual int registerCubeShape(float halfExtentsX,float halfExtentsY, float halfExtentsZ, int textureIndex = -1, float textureScaling = 1)
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{
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return 0;
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}
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virtual int registerGraphicsUnitSphereShape(EnumSphereLevelOfDetail lod, int textureId=-1)
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{
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return 0;
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}
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virtual void drawText3D( const char* txt, float posX, float posZY, float posZ, float size);
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virtual void registerGrid(int xres, int yres, float color0[4], float color1[4]);
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};
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#endif //SIMPLE_OPENGL2_APP_H
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