godot/platform/winrt/thread_winrt.cpp
Juan Linietsky 8cab401d08 3D Physics Rework, Other Stuff
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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.
2014-09-15 11:33:30 -03:00

43 lines
783 B
C++

#include "thread_winrt.h"
#include "os/memory.h"
Thread* ThreadWinrt::create_func_winrt(ThreadCreateCallback p_callback,void *p_user,const Settings&) {
ThreadWinrt* thread = memnew(ThreadWinrt);
std::thread new_thread(p_callback, p_user);
std::swap(thread->thread, new_thread);
return thread;
};
Thread::ID ThreadWinrt::get_thread_ID_func_winrt() {
return std::hash<std::thread::id>()(std::this_thread::get_id());
};
void ThreadWinrt::wait_to_finish_func_winrt(Thread* p_thread) {
ThreadWinrt *tp=static_cast<ThreadWinrt*>(p_thread);
tp->thread.join();
};
Thread::ID ThreadWinrt::get_ID() const {
return std::hash<std::thread::id>()(thread.get_id());
};
void ThreadWinrt::make_default() {
};
ThreadWinrt::ThreadWinrt() {
};
ThreadWinrt::~ThreadWinrt() {
};