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Remove commented/unused code.

Riccardo Balbo 9 年之前
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e602ed651a

+ 4 - 77
jme3-bullet-native/src/native/cpp/jmePhysicsSpace.cpp

@@ -31,7 +31,6 @@
  */
 #include "jmePhysicsSpace.h"
 #include "jmeBulletUtil.h"
-#include <stdio.h>
 
 /**
  * Author: Normen Hansen
@@ -66,49 +65,8 @@ void jmePhysicsSpace::stepSimulation(jfloat tpf, jint maxSteps, jfloat accuracy)
     dynamicsWorld->stepSimulation(tpf, maxSteps, accuracy);
 }
 
-// btThreadSupportInterface* jmePhysicsSpace::createSolverThreadSupport(int maxNumThreads) {
-// #ifdef _WIN32
-//     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);
+void jmePhysicsSpace::createPhysicsSpace(jfloat minX, jfloat minY, jfloat minZ, jfloat maxX, jfloat maxY, jfloat maxZ, jint broadphaseId, jboolean threading /*unused*/) {
+    btCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration();
 
     btVector3 min = btVector3(minX, minY, minZ);
     btVector3 max = btVector3(maxX, maxY, maxZ);
@@ -129,50 +87,19 @@ void jmePhysicsSpace::createPhysicsSpace(jfloat minX, jfloat minY, jfloat minZ,
         case 3:
             broadphase = new btDbvtBroadphase();
             break;
-        case 4:
-            //            broadphase = new btGpu3DGridBroadphase(
-            //                    min, max,
-            //                    20, 20, 20,
-            //                    10000, 1000, 25);
-            break;
     }
 
-    btCollisionDispatcher* dispatcher;
-    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);
-    // }
+    btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfiguration);
     btGImpactCollisionAlgorithm::registerAlgorithm(dispatcher);
-    
 
-    // the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
-    // if (threading) {
-        // btThreadSupportInterface* solverThreads = createSolverThreadSupport(4);
-        // solver = new btParallelConstraintSolver(solverThreads);
-    // } else {
-        solver = new btSequentialImpulseConstraintSolver;
-    // }
+    btConstraintSolver* solver = new btSequentialImpulseConstraintSolver();
 
     //create dynamics world
     btDiscreteDynamicsWorld* world = new btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
     dynamicsWorld = world;
     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());
-
     dynamicsWorld->setGravity(btVector3(0, -9.81f, 0));
 
     struct jmeFilterCallback : public btOverlapFilterCallback {

+ 0 - 11
jme3-bullet-native/src/native/cpp/jmePhysicsSpace.h

@@ -36,15 +36,6 @@
 #include "BulletCollision/CollisionDispatch/btCollisionObject.h"
 #include "BulletCollision/CollisionDispatch/btGhostObject.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/NarrowPhaseCollision/btManifoldPoint.h"
 #include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h"
@@ -59,8 +50,6 @@ private:
 	JavaVM* vm;
 	btDynamicsWorld* dynamicsWorld;
 	jobject javaPhysicsSpace;
-        // btThreadSupportInterface* createSolverThreadSupport(int);
-        // btThreadSupportInterface* createDispatchThreadSupport(int);
         void attachThread();
 public:
 	jmePhysicsSpace(){};