#ifndef B3_GPU_RAYCAST_H #define B3_GPU_RAYCAST_H #include "Bullet3Common/b3Vector3.h" #include "Bullet3OpenCL/Initialize/b3OpenCLInclude.h" #include "Bullet3Common/b3AlignedObjectArray.h" #include "Bullet3Collision/NarrowPhaseCollision/b3RaycastInfo.h" class b3GpuRaycast { protected: struct b3GpuRaycastInternalData* m_data; public: b3GpuRaycast(cl_context ctx,cl_device_id device, cl_command_queue q); virtual ~b3GpuRaycast(); void castRaysHost(const b3AlignedObjectArray& raysIn, b3AlignedObjectArray& hitResults, int numBodies, const struct b3RigidBodyData* bodies, int numCollidables, const struct b3Collidable* collidables, const struct b3GpuNarrowPhaseInternalData* narrowphaseData); void castRays(const b3AlignedObjectArray& rays, b3AlignedObjectArray& hitResults, int numBodies,const struct b3RigidBodyData* bodies, int numCollidables, const struct b3Collidable* collidables, const struct b3GpuNarrowPhaseInternalData* narrowphaseData, class b3GpuBroadphaseInterface* broadphase); }; #endif //B3_GPU_RAYCAST_H