Remove commented/unused code.

define_list_fix
Riccardo Balbo 8 years ago
parent 6b1656f337
commit e602ed651a
  1. 81
      jme3-bullet-native/src/native/cpp/jmePhysicsSpace.cpp
  2. 11
      jme3-bullet-native/src/native/cpp/jmePhysicsSpace.h

@ -31,7 +31,6 @@
*/ */
#include "jmePhysicsSpace.h" #include "jmePhysicsSpace.h"
#include "jmeBulletUtil.h" #include "jmeBulletUtil.h"
#include <stdio.h>
/** /**
* Author: Normen Hansen * Author: Normen Hansen
@ -66,49 +65,8 @@ void jmePhysicsSpace::stepSimulation(jfloat tpf, jint maxSteps, jfloat accuracy)
dynamicsWorld->stepSimulation(tpf, maxSteps, accuracy); dynamicsWorld->stepSimulation(tpf, maxSteps, accuracy);
} }
// btThreadSupportInterface* jmePhysicsSpace::createSolverThreadSupport(int maxNumThreads) { void jmePhysicsSpace::createPhysicsSpace(jfloat minX, jfloat minY, jfloat minZ, jfloat maxX, jfloat maxY, jfloat maxZ, jint broadphaseId, jboolean threading /*unused*/) {
// #ifdef _WIN32 btCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration();
// Win32ThreadSupport::Win32ThreadConstructionInfo threadConstructionInfo("solverThreads", SolverThreadFunc, SolverlsMemoryFunc, maxNumThreads);
// Win32ThreadSupport* threadSupport = new Win32ThreadSupport(threadConstructionInfo);
// threadSupport->startSPU();
// #elif defined (USE_PTHREADS)
// PosixThreadSupport::ThreadConstructionInfo constructionInfo("collision", SolverThreadFunc,
// SolverlsMemoryFunc, maxNumThreads);
// PosixThreadSupport* threadSupport = new PosixThreadSupport(constructionInfo);
// threadSupport->startSPU();
// #else
// SequentialThreadSupport::SequentialThreadConstructionInfo tci("solverThreads", SolverThreadFunc, SolverlsMemoryFunc);
// SequentialThreadSupport* threadSupport = new SequentialThreadSupport(tci);
// threadSupport->startSPU();
// #endif
// return threadSupport;
// }
// btThreadSupportInterface* jmePhysicsSpace::createDispatchThreadSupport(int maxNumThreads) {
// #ifdef _WIN32
// Win32ThreadSupport::Win32ThreadConstructionInfo threadConstructionInfo("solverThreads", processCollisionTask, createCollisionLocalStoreMemory, maxNumThreads);
// Win32ThreadSupport* threadSupport = new Win32ThreadSupport(threadConstructionInfo);
// threadSupport->startSPU();
// #elif defined (USE_PTHREADS)
// PosixThreadSupport::ThreadConstructionInfo solverConstructionInfo("solver", processCollisionTask,
// createCollisionLocalStoreMemory, maxNumThreads);
// PosixThreadSupport* threadSupport = new PosixThreadSupport(solverConstructionInfo);
// threadSupport->startSPU();
// #else
// SequentialThreadSupport::SequentialThreadConstructionInfo tci("solverThreads", processCollisionTask, createCollisionLocalStoreMemory);
// SequentialThreadSupport* threadSupport = new SequentialThreadSupport(tci);
// threadSupport->startSPU();
// #endif
// return threadSupport;
// }
void jmePhysicsSpace::createPhysicsSpace(jfloat minX, jfloat minY, jfloat minZ, jfloat maxX, jfloat maxY, jfloat maxZ, jint broadphaseId, jboolean threading) {
// collision configuration contains default setup for memory, collision setup
btDefaultCollisionConstructionInfo cci;
// if(threading){
// cci.m_defaultMaxPersistentManifoldPoolSize = 32768;
// }
btCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration(cci);
btVector3 min = btVector3(minX, minY, minZ); btVector3 min = btVector3(minX, minY, minZ);
btVector3 max = btVector3(maxX, maxY, maxZ); btVector3 max = btVector3(maxX, maxY, maxZ);
@ -129,50 +87,19 @@ void jmePhysicsSpace::createPhysicsSpace(jfloat minX, jfloat minY, jfloat minZ,
case 3: case 3:
broadphase = new btDbvtBroadphase(); broadphase = new btDbvtBroadphase();
break; break;
case 4:
// broadphase = new btGpu3DGridBroadphase(
// min, max,
// 20, 20, 20,
// 10000, 1000, 25);
break;
} }
btCollisionDispatcher* dispatcher; btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfiguration);
btConstraintSolver* solver;
// use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
// if (threading) {
// btThreadSupportInterface* dispatchThreads = createDispatchThreadSupport(4);
// dispatcher = new SpuGatheringCollisionDispatcher(dispatchThreads, 4, collisionConfiguration);
// dispatcher->setDispatcherFlags(btCollisionDispatcher::CD_DISABLE_CONTACTPOOL_DYNAMIC_ALLOCATION);
// } else {
dispatcher = new btCollisionDispatcher(collisionConfiguration);
// }
btGImpactCollisionAlgorithm::registerAlgorithm(dispatcher); btGImpactCollisionAlgorithm::registerAlgorithm(dispatcher);
// the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded) btConstraintSolver* solver = new btSequentialImpulseConstraintSolver();
// if (threading) {
// btThreadSupportInterface* solverThreads = createSolverThreadSupport(4);
// solver = new btParallelConstraintSolver(solverThreads);
// } else {
solver = new btSequentialImpulseConstraintSolver;
// }
//create dynamics world //create dynamics world
btDiscreteDynamicsWorld* world = new btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration); btDiscreteDynamicsWorld* world = new btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
dynamicsWorld = world; dynamicsWorld = world;
dynamicsWorld->setWorldUserInfo(this); dynamicsWorld->setWorldUserInfo(this);
//parallel solver requires the contacts to be in a contiguous pool, so avoid dynamic allocation
// if (threading) {
// world->getSimulationIslandManager()->setSplitIslands(false);
// world->getSolverInfo().m_numIterations = 4;
// world->getSolverInfo().m_solverMode = SOLVER_SIMD + SOLVER_USE_WARMSTARTING; //+SOLVER_RANDMIZE_ORDER;
// world->getDispatchInfo().m_enableSPU = true;
// }
broadphase->getOverlappingPairCache()->setInternalGhostPairCallback(new btGhostPairCallback()); broadphase->getOverlappingPairCache()->setInternalGhostPairCallback(new btGhostPairCallback());
dynamicsWorld->setGravity(btVector3(0, -9.81f, 0)); dynamicsWorld->setGravity(btVector3(0, -9.81f, 0));
struct jmeFilterCallback : public btOverlapFilterCallback { struct jmeFilterCallback : public btOverlapFilterCallback {

@ -36,15 +36,6 @@
#include "BulletCollision/CollisionDispatch/btCollisionObject.h" #include "BulletCollision/CollisionDispatch/btCollisionObject.h"
#include "BulletCollision/CollisionDispatch/btGhostObject.h" #include "BulletCollision/CollisionDispatch/btGhostObject.h"
#include "BulletDynamics/Character/btKinematicCharacterController.h" #include "BulletDynamics/Character/btKinematicCharacterController.h"
// #ifdef _WIN32
// #include "BulletMultiThreaded/Win32ThreadSupport.h"
// #else
// #include "BulletMultiThreaded/PosixThreadSupport.h"
// #endif
// #include "BulletMultiThreaded/btParallelConstraintSolver.h"
// #include "BulletMultiThreaded/SpuGatheringCollisionDispatcher.h"
// #include "BulletMultiThreaded/SpuCollisionTaskProcess.h"
// #include "BulletMultiThreaded/SequentialThreadSupport.h"
#include "BulletCollision/CollisionDispatch/btSimulationIslandManager.h" #include "BulletCollision/CollisionDispatch/btSimulationIslandManager.h"
#include "BulletCollision/NarrowPhaseCollision/btManifoldPoint.h" #include "BulletCollision/NarrowPhaseCollision/btManifoldPoint.h"
#include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h" #include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h"
@ -59,8 +50,6 @@ private:
JavaVM* vm; JavaVM* vm;
btDynamicsWorld* dynamicsWorld; btDynamicsWorld* dynamicsWorld;
jobject javaPhysicsSpace; jobject javaPhysicsSpace;
// btThreadSupportInterface* createSolverThreadSupport(int);
// btThreadSupportInterface* createDispatchThreadSupport(int);
void attachThread(); void attachThread();
public: public:
jmePhysicsSpace(){}; jmePhysicsSpace(){};

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