Physics Interaction and Update Code

The source code for the physics interaction (Example 11-54 and Example 11-55) and update (Example 11-56) are presented here for you to study. You can download the complete source code from Look for errata and notes at this web site as well.

For more in-depth reading on this topic, Intel engineers wrote several articles covering the topic of threading games, which you can download at the web site as well.

Example 11-54. Physics interaction code: InteractTask

class InteractTask : public tbb::task { SceneNode* m_node; size_t m_i; D3DBlackHole* m_bh; float m_universeRadius; size_t m_DummyCount; public: // Interact all stars in task InteractTask(SceneNode* node, size_t i, D3DBlackHole* bh, float universeRadius, size_t DummyCount) : m_node(node), m_i(i), m_bh(bh), m_universeRadius(universeRadius), m_DummyCount(DummyCount) {} tbb::task* execute() { if (m_node->getChildCount()) { // High in scene graph, Create parallel domain tasks for the children size_t i; tbb::task_list list; tbb::task& c = *new(allocate_continuation()) tbb::empty_task(); for (i = 0; i < m_node->getChildCount(); ++i) { list.push_back(*new(c.allocate_child()) InteractTask(m_node->getChild(i), i, m_bh, m_universeRadius, m_DummyCount)); } c.set_ref_count((int)i); c.spawn(list); } if (m_node->getUserID() > 0) { // Low-level object tasks, interact each star serially D3DStar* pStar = (D3DStar*)m_node; float elapsedTime = g_elapsedTime - pStar->getTimeStamp(); ...

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