mirror of
https://github.com/godotengine/godot.git
synced 2025-10-30 05:01:10 +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.
35 lines
485 B
C++
35 lines
485 B
C++
#ifndef THREAD_WINRT_H
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#define THREAD_WINRT_H
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#ifdef WINRT_ENABLED
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#include "os/thread.h"
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#include <thread>
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class ThreadWinrt : public Thread {
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std::thread thread;
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static Thread* create_func_winrt(ThreadCreateCallback p_callback,void *,const Settings&);
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static ID get_thread_ID_func_winrt();
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static void wait_to_finish_func_winrt(Thread* p_thread);
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ThreadWinrt();
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public:
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virtual ID get_ID() const;
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static void make_default();
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~ThreadWinrt();
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};
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#endif
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#endif
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