2.86
https://github.com/bulletphysics/bullet3/pull/618 by Mobeen Summary of changes: 1) Changed include paths to be relative to the current sources (affected files: LoadMeshFromObj.cpp, Wavefront2GLInstanceGraphicsShape.h/cpp) 2) Added new tutorials in the ExtendedTutorials folder 3) Modified the main_opengl_single_example.cpp file to enable picking support in standalone demos
example browser: slider widget improvements
Create InclinedPlane,Newton's Cradle and Multi-Pendulum examples for the Bullet Example Browser.
Refactor Newton's Cradle. Implement Newton's Cradle with Softbody ropes.
Physics runs in a separate thread from rendering in PhysicsServerExample (preliminary) Improve rendering performance. OpenVR experience is smooth now. commit needs a bit more testing before pushing in main repo.
MultiThreaded Demo: - fixing various race conditions throughout (usage of static vars, etc) - addition of a few lightweight mutexes (which are compiled out by default) - slight code rearrangement in discreteDynamicsWorld to facilitate multithreading - PoolAllocator::allocate() can now be called when pool is full without crashing (null pointer returned) - PoolAllocator allocate and freeMemory, are OPTIONALLY threadsafe (default is un-threadsafe) - CollisionDispatcher no longer checks if the pool allocator is full before calling allocate(), instead it just calls allocate() and checks if the return is null -- this avoids a race condition - SequentialImpulseConstraintSolver OPTIONALLY uses different logic in getOrInitSolverBody() to avoid a race condition with kinematic bodies - addition of 2 classes which together allow simulation islands to be run in parallel: - btSimulationIslandManagerMt - btDiscreteDynamicsWorldMt - MultiThreadedDemo example in the example browser demonstrating use of OpenMP, Microsoft PPL, and Intel TBB - use multithreading for other demos - benchmark demo: add parallel raycasting