Code: Select all
virtual void btCollisionWorld::rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback) const;
Thanks,
M
Code: Select all
virtual void btCollisionWorld::rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback) const;
I've never tried, but, according to: http://bulletphysics.org/Bullet/phpBB3/ ... &hilit=ray, to make it thread safe some changes must be applied.Is rayTest thread safe?
Are you sure that your threads are off while stepping the world and only polling the system between steps?svedach wrote:I could not get. I did as it is written at the link above, but when I call rayTest from multiple threads, the heap error occurs. It's a pity.
Yes it would be. My suggestion was to do so just once at runtime, but that is game specific based on a static world (not dynamic actors).svedach wrote:I think in many cases create a copy of the world after the simulation will be slow operation. We need to make to the existing world raytest multithreaded.