28 lines
1.4 KiB
C
28 lines
1.4 KiB
C
// Copyright 2013 Howling Moon Software. All rights reserved.
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// See http://chipmunk2d.net/legal.php for more information.
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/// cpHastySpace is exclusive to Chipmunk Pro
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/// Currently it enables ARM NEON optimizations in the solver, but in the future will include other optimizations such as
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/// a multi-threaded solver and multi-threaded collision broadphases.
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struct cpHastySpace;
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typedef struct cpHastySpace cpHastySpace;
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/// Create a new hasty space.
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/// On ARM platforms that support NEON, this will enable the vectorized solver.
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/// cpHastySpace also supports multiple threads, but runs single threaded by default for determinism.
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CP_EXPORT cpSpace *cpHastySpaceNew(void);
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CP_EXPORT void cpHastySpaceFree(cpSpace *space);
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/// Set the number of threads to use for the solver.
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/// Currently Chipmunk is limited to 2 threads as using more generally provides very minimal performance gains.
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/// Passing 0 as the thread count on iOS or OS X will cause Chipmunk to automatically detect the number of threads it should use.
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/// On other platforms passing 0 for the thread count will set 1 thread.
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CP_EXPORT void cpHastySpaceSetThreads(cpSpace *space, unsigned long threads);
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/// Returns the number of threads the solver is using to run.
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CP_EXPORT unsigned long cpHastySpaceGetThreads(cpSpace *space);
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/// When stepping a hasty space, you must use this function.
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CP_EXPORT void cpHastySpaceStep(cpSpace *space, cpFloat dt);
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