mirror of
https://github.com/godotengine/godot.git
synced 2025-10-27 03:34:17 +00:00
-=-=-=-=-=-=-=-=-=-=-=-=-=-
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.
42 lines
783 B
C++
42 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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