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diff --git a/thirdparty/bullet/Bullet3OpenCL/RigidBody/b3GpuRigidBodyPipeline.h b/thirdparty/bullet/Bullet3OpenCL/RigidBody/b3GpuRigidBodyPipeline.h
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+/*
+Copyright (c) 2013 Advanced Micro Devices, Inc.
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+*/
+//Originally written by Erwin Coumans
+
+#ifndef B3_GPU_RIGIDBODY_PIPELINE_H
+#define B3_GPU_RIGIDBODY_PIPELINE_H
+
+#include "Bullet3OpenCL/Initialize/b3OpenCLInclude.h"
+#include "Bullet3Collision/NarrowPhaseCollision/b3Config.h"
+
+#include "Bullet3Common/b3AlignedObjectArray.h"
+#include "Bullet3Collision/NarrowPhaseCollision/b3RaycastInfo.h"
+
+class b3GpuRigidBodyPipeline
+{
+protected:
+ struct b3GpuRigidBodyPipelineInternalData* m_data;
+
+ int allocateCollidable();
+
+public:
+
+
+ b3GpuRigidBodyPipeline(cl_context ctx,cl_device_id device, cl_command_queue q , class b3GpuNarrowPhase* narrowphase, class b3GpuBroadphaseInterface* broadphaseSap, struct b3DynamicBvhBroadphase* broadphaseDbvt, const b3Config& config);
+ virtual ~b3GpuRigidBodyPipeline();
+
+ void stepSimulation(float deltaTime);
+ void integrate(float timeStep);
+ void setupGpuAabbsFull();
+
+ int registerConvexPolyhedron(class b3ConvexUtility* convex);
+
+ //int registerConvexPolyhedron(const float* vertices, int strideInBytes, int numVertices, const float* scaling);
+ //int registerSphereShape(float radius);
+ //int registerPlaneShape(const b3Vector3& planeNormal, float planeConstant);
+
+ //int registerConcaveMesh(b3AlignedObjectArray<b3Vector3>* vertices, b3AlignedObjectArray<int>* indices, const float* scaling);
+ //int registerCompoundShape(b3AlignedObjectArray<b3GpuChildShape>* childShapes);
+
+
+ int registerPhysicsInstance(float mass, const float* position, const float* orientation, int collisionShapeIndex, int userData, bool writeInstanceToGpu);
+ //if you passed "writeInstanceToGpu" false in the registerPhysicsInstance method (for performance) you need to call writeAllInstancesToGpu after all instances are registered
+ void writeAllInstancesToGpu();
+ void copyConstraintsToHost();
+ void setGravity(const float* grav);
+ void reset();
+
+ int createPoint2PointConstraint(int bodyA, int bodyB, const float* pivotInA, const float* pivotInB,float breakingThreshold);
+ int createFixedConstraint(int bodyA, int bodyB, const float* pivotInA, const float* pivotInB, const float* relTargetAB, float breakingThreshold);
+ void removeConstraintByUid(int uid);
+
+ void addConstraint(class b3TypedConstraint* constraint);
+ void removeConstraint(b3TypedConstraint* constraint);
+
+ void castRays(const b3AlignedObjectArray<b3RayInfo>& rays, b3AlignedObjectArray<b3RayHit>& hitResults);
+
+ cl_mem getBodyBuffer();
+
+ int getNumBodies() const;
+
+};
+
+#endif //B3_GPU_RIGIDBODY_PIPELINE_H \ No newline at end of file