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https://github.com/bulletphysics/bullet3
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1452cae641
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
167 lines
4.5 KiB
C++
167 lines
4.5 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2010 Erwin Coumans http://bulletphysics.org
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/// ThreadingDemo shows how to use the cross platform thread support interface.
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/// You can start threads and perform a blocking wait for completion
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/// Under Windows it uses Win32 Threads. On Mac and Linux it uses pthreads. On PlayStation 3 Cell SPU it uses SPURS.
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/// June 2010
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/// New: critical section/barriers and non-blocking polling for completion
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void SampleThreadFunc(void* userPtr, void* lsMemory);
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void* SamplelsMemoryFunc();
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void SamplelsMemoryReleaseFunc(void* ptr);
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#include <stdio.h>
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//#include "BulletMultiThreaded/PlatformDefinitions.h"
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#ifndef _WIN32
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#include "b3PosixThreadSupport.h"
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b3ThreadSupportInterface* createThreadSupport(int numThreads)
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{
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b3PosixThreadSupport::ThreadConstructionInfo constructionInfo("testThreads",
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SampleThreadFunc,
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SamplelsMemoryFunc,
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SamplelsMemoryReleaseFunc,
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numThreads);
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b3ThreadSupportInterface* threadSupport = new b3PosixThreadSupport(constructionInfo);
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return threadSupport;
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}
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#elif defined(_WIN32)
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#include "b3Win32ThreadSupport.h"
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b3ThreadSupportInterface* createThreadSupport(int numThreads)
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{
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b3Win32ThreadSupport::Win32ThreadConstructionInfo threadConstructionInfo("testThreads", SampleThreadFunc, SamplelsMemoryFunc, SamplelsMemoryReleaseFunc, numThreads);
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b3Win32ThreadSupport* threadSupport = new b3Win32ThreadSupport(threadConstructionInfo);
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return threadSupport;
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}
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#endif
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struct SampleArgs
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{
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SampleArgs()
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: m_fakeWork(1)
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{
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}
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b3CriticalSection* m_cs;
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float m_fakeWork;
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};
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struct SampleThreadLocalStorage
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{
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int threadId;
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};
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void SampleThreadFunc(void* userPtr, void* lsMemory)
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{
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printf("thread started\n");
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SampleThreadLocalStorage* localStorage = (SampleThreadLocalStorage*)lsMemory;
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SampleArgs* args = (SampleArgs*)userPtr;
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int workLeft = true;
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while (workLeft)
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{
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args->m_cs->lock();
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int count = args->m_cs->getSharedParam(0);
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args->m_cs->setSharedParam(0, count - 1);
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args->m_cs->unlock();
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if (count > 0)
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{
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printf("thread %d processed number %d\n", localStorage->threadId, count);
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}
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//do some fake work
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for (int i = 0; i < 1000000; i++)
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args->m_fakeWork = b3Scalar(1.21) * args->m_fakeWork;
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workLeft = count > 0;
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}
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printf("finished\n");
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//do nothing
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}
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void* SamplelsMemoryFunc()
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{
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//don't create local store memory, just return 0
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return new SampleThreadLocalStorage;
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}
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void SamplelsMemoryReleaseFunc(void* ptr)
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{
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SampleThreadLocalStorage* p = (SampleThreadLocalStorage*)ptr;
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delete p;
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}
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int main(int argc, char** argv)
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{
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int numThreads = 8;
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b3ThreadSupportInterface* threadSupport = createThreadSupport(numThreads);
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for (int i = 0; i < threadSupport->getNumTasks(); i++)
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{
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SampleThreadLocalStorage* storage = (SampleThreadLocalStorage*)threadSupport->getThreadLocalMemory(i);
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b3Assert(storage);
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storage->threadId = i;
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}
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SampleArgs args;
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args.m_cs = threadSupport->createCriticalSection();
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args.m_cs->setSharedParam(0, 100);
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int arg0, arg1;
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int i;
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for (i = 0; i < numThreads; i++)
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{
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threadSupport->runTask(B3_THREAD_SCHEDULE_TASK, (void*)&args, i);
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}
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bool blockingWait = false;
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if (blockingWait)
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{
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for (i = 0; i < numThreads; i++)
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{
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threadSupport->waitForResponse(&arg0, &arg1);
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printf("finished waiting for response: %d %d\n", arg0, arg1);
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}
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}
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else
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{
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int numActiveThreads = numThreads;
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while (numActiveThreads)
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{
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if (threadSupport->isTaskCompleted(&arg0, &arg1, 0))
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{
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numActiveThreads--;
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printf("numActiveThreads = %d\n", numActiveThreads);
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}
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else
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{
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// printf("polling..");
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}
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};
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}
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printf("stopping threads\n");
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delete threadSupport;
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printf("Press ENTER to quit\n");
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//getchar();
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return 0;
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}
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