godot/thirdparty/bullet/Bullet3OpenCL/Raycast/b3GpuRaycast.h

33 lines
1.1 KiB
C++

#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<b3RayInfo>& raysIn, b3AlignedObjectArray<b3RayHit>& hitResults,
int numBodies, const struct b3RigidBodyData* bodies, int numCollidables, const struct b3Collidable* collidables,
const struct b3GpuNarrowPhaseInternalData* narrowphaseData);
void castRays(const b3AlignedObjectArray<b3RayInfo>& rays, b3AlignedObjectArray<b3RayHit>& 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