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https://github.com/bloeys/physx-go.git
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Correct DefaultCpuDispatcherCreate
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2
main.go
2
main.go
@ -36,7 +36,7 @@ func main() {
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sd := pgo.NewSceneDesc(ts)
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sd.SetGravity(pgo.NewVec3(0, -9.8, 0))
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sd.SetCpuDispatcher(pgo.DefaultCpuDispatcherCreate(2, 0).ToCpuDispatcher())
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sd.SetCpuDispatcher(pgo.DefaultCpuDispatcherCreate(2, nil).ToCpuDispatcher())
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sd.SetOnContactCallback(contactHandler)
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scene := p.CreateScene(sd)
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19
pgo/pgo.go
19
pgo/pgo.go
@ -362,9 +362,24 @@ func (d *DefaultCpuDispatcher) ToCpuDispatcher() *CpuDispatcher {
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return &CpuDispatcher{cCpuDisp: (*C.struct_CPxCpuDispatcher)(d.cDefCpuDisp)}
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}
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func DefaultCpuDispatcherCreate(numThreads, affinityMasks uint32) *DefaultCpuDispatcher {
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// DefaultCpuDispatcherCreate sets the number of threads used by physX.
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// If affinityMasksPerThread is nil/zero then default masks are used, otherwise the size of the array
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// must match the number of threads
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func DefaultCpuDispatcherCreate(numThreads uint32, affinityMasksPerThread []uint32) *DefaultCpuDispatcher {
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if len(affinityMasksPerThread) == 0 {
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return &DefaultCpuDispatcher{
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cDefCpuDisp: C.CPxDefaultCpuDispatcherCreate(C.uint(numThreads), nil),
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}
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}
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arr := make([]C.uint, len(affinityMasksPerThread))
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for i := 0; i < len(arr); i++ {
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arr[i] = C.uint(affinityMasksPerThread[i])
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}
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return &DefaultCpuDispatcher{
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cDefCpuDisp: C.CPxDefaultCpuDispatcherCreate(C.uint(numThreads), C.uint(affinityMasks)),
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cDefCpuDisp: C.CPxDefaultCpuDispatcherCreate(C.uint(numThreads), &arr[0]),
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}
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}
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@ -11,7 +11,7 @@ extern "C" {
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void* obj;
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};
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CPxAPI CSTRUCT CPxDefaultCpuDispatcher* CPxDefaultCpuDispatcherCreate(CPxU32 numThreads, CPxU32 affinityMasks);
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CPxAPI CSTRUCT CPxDefaultCpuDispatcher* CPxDefaultCpuDispatcherCreate(CPxU32 numThreads, CPxU32* affinityMasks);
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CPxAPI CSTRUCT CPxCpuDispatcher* CPxDefaultCpuDispatcher_toCPxCpuDispatcher(CSTRUCT CPxDefaultCpuDispatcher* cdcd);
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CPxAPI void CPxDefaultCpuDispatcher_release(CSTRUCT CPxDefaultCpuDispatcher* cdcd);
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