godot/thirdparty/bullet/Bullet3OpenCL/BroadphaseCollision/b3GpuBroadphaseInterface.h
Rémi Verschelde e12c89e8c9 bullet: Streamline bundling, remove extraneous src/ folder
Document version and how to extract sources in thirdparty/README.md.
Drop unnecessary CMake and Premake files.
Simplify SCsub, drop unused one.
2018-01-13 14:08:45 +01:00

45 lines
1.5 KiB
C++

#ifndef B3_GPU_BROADPHASE_INTERFACE_H
#define B3_GPU_BROADPHASE_INTERFACE_H
#include "Bullet3OpenCL/Initialize/b3OpenCLInclude.h"
#include "Bullet3Common/b3Vector3.h"
#include "b3SapAabb.h"
#include "Bullet3Common/shared/b3Int2.h"
#include "Bullet3Common/shared/b3Int4.h"
#include "Bullet3OpenCL/ParallelPrimitives/b3OpenCLArray.h"
class b3GpuBroadphaseInterface
{
public:
typedef class b3GpuBroadphaseInterface* (CreateFunc)(cl_context ctx,cl_device_id device, cl_command_queue q);
virtual ~b3GpuBroadphaseInterface()
{
}
virtual void createProxy(const b3Vector3& aabbMin, const b3Vector3& aabbMax, int userPtr , int collisionFilterGroup, int collisionFilterMask)=0;
virtual void createLargeProxy(const b3Vector3& aabbMin, const b3Vector3& aabbMax, int userPtr , int collisionFilterGroup, int collisionFilterMask)=0;
virtual void calculateOverlappingPairs(int maxPairs)=0;
virtual void calculateOverlappingPairsHost(int maxPairs)=0;
//call writeAabbsToGpu after done making all changes (createProxy etc)
virtual void writeAabbsToGpu()=0;
virtual cl_mem getAabbBufferWS()=0;
virtual int getNumOverlap()=0;
virtual cl_mem getOverlappingPairBuffer()=0;
virtual b3OpenCLArray<b3SapAabb>& getAllAabbsGPU()=0;
virtual b3AlignedObjectArray<b3SapAabb>& getAllAabbsCPU()=0;
virtual b3OpenCLArray<b3Int4>& getOverlappingPairsGPU() = 0;
virtual b3OpenCLArray<int>& getSmallAabbIndicesGPU() = 0;
virtual b3OpenCLArray<int>& getLargeAabbIndicesGPU() = 0;
};
#endif //B3_GPU_BROADPHASE_INTERFACE_H