8cab401d08
-=-=-=-=-=-=-=-=-=-=-=-=-=- 3D Physics: -Fixed "Bounce" parameter in 3D -Fixed bug affecting Area (sometims it would not detect properly) -Vehicle Body has seen heavy work -Added Query API for doing space queries in 3D. Needs some docs though. -Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up: -PinJoint -HingeJoint (with motor) -SliderJoint -ConeTwistJoint -Generic6DOFJoint -Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions: -input_event (mouse or multitouch input over the body) -mouse_enter (mouse entered the body area) -mouse_exit (mouse exited body area) For Area it needs to be activated manually, as it isn't by default (ray goes thru). Other: -Begun working on Windows 8 (RT) port. Compiles but does not work yet. -Added TheoraPlayer library for improved to-texture and portable video support. -Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
43 lines
783 B
C++
43 lines
783 B
C++
#include "thread_winrt.h"
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#include "os/memory.h"
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Thread* ThreadWinrt::create_func_winrt(ThreadCreateCallback p_callback,void *p_user,const Settings&) {
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ThreadWinrt* thread = memnew(ThreadWinrt);
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std::thread new_thread(p_callback, p_user);
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std::swap(thread->thread, new_thread);
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return thread;
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};
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Thread::ID ThreadWinrt::get_thread_ID_func_winrt() {
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return std::hash<std::thread::id>()(std::this_thread::get_id());
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};
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void ThreadWinrt::wait_to_finish_func_winrt(Thread* p_thread) {
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ThreadWinrt *tp=static_cast<ThreadWinrt*>(p_thread);
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tp->thread.join();
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};
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Thread::ID ThreadWinrt::get_ID() const {
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return std::hash<std::thread::id>()(thread.get_id());
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};
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void ThreadWinrt::make_default() {
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};
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ThreadWinrt::ThreadWinrt() {
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};
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ThreadWinrt::~ThreadWinrt() {
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};
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