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Qt physics scene multithreading

I have a QGraphicsScene with about 1000 QGraphicsItems, which are actually physics items. Each frame they advance, check for collisions, and resolve those collisions, among other things. I would really like to have the physics multithreaded.

It is my understanding that the QGraphics classes are not thread-safe. Meaning, they can only be called from the main thread. Does this force me to send the final item properties (x, y, rotation) each frame to the main thread using a signal/slot mechanism, and then use a main thread method to actually update the QGraphicsItems? Or is there an easier way to do this?

What follows is just a hypothesis: Could I use QtConcurrent to run a method on my list of QGraphicsItems? If I use a QMutex in my QGraphicsItem paint method and a QMutex in my physics method (that will change properties of my QGraphicsItem), would this guarantee that only one thread is reading/writing each QGraphicsItem at any one moment in time?

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Joel Avatar asked Apr 06 '12 01:04

Joel


1 Answers

  1. If I use a QMutex in my QGraphicsItem paint method and a QMutex in my physics method (that will change properties of my QGraphicsItem), would this guarantee that only one thread is reading/writing each QGraphicsItem at any one moment in time?

    No, it wouldn't. QGraphicsItem used heavily while drawing, not only paint method called. Look, for example, here. Even if it could work, it would be ugly solution, because apparently, QGraphicsItem can be used not only for painting.

  2. Does this force me to send the final item properties (x, y, rotation) each frame to the main thread using a signal/slot mechanism, and then use a main thread method to actually update the QGraphicsItems? Or is there an easier way to do this?

    Yes, you have to move item changing process to main thread. You actually have some alternatives:

    • Use signals/slots mechanism, as you mentioned.
    • Use meta-calls with QueuedConnection
    • Send custom events.

    Don't forget, that you has BlockingQueuedConnection, if you want to wait for painting finished.

    Also, you can use all this stuff with QtConcurent.

Actually, it is not so difficult to manage. It is much safer and easier, than ensuring thread safety manually.

The bigger problem is that you probably may fail even when trying to read items (using only const memebers, for example) in worker thread.

As far, as QGraphicsItem is not thread safe, even reading is not. And my experience of multithread app development in Qt tells me, that if something bad can happen, it will happen.

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Lol4t0 Avatar answered Oct 21 '22 13:10

Lol4t0