Document version and how to extract sources in thirdparty/README.md. Drop unnecessary CMake and Premake files. Simplify SCsub, drop unused one.
32 lines
1.1 KiB
C++
32 lines
1.1 KiB
C++
#ifndef B3_GPU_RAYCAST_H
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#define B3_GPU_RAYCAST_H
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#include "Bullet3Common/b3Vector3.h"
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#include "Bullet3OpenCL/Initialize/b3OpenCLInclude.h"
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#include "Bullet3Common/b3AlignedObjectArray.h"
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#include "Bullet3Collision/NarrowPhaseCollision/b3RaycastInfo.h"
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class b3GpuRaycast
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{
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protected:
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struct b3GpuRaycastInternalData* m_data;
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public:
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b3GpuRaycast(cl_context ctx,cl_device_id device, cl_command_queue q);
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virtual ~b3GpuRaycast();
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void castRaysHost(const b3AlignedObjectArray<b3RayInfo>& raysIn, b3AlignedObjectArray<b3RayHit>& hitResults,
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int numBodies, const struct b3RigidBodyData* bodies, int numCollidables, const struct b3Collidable* collidables,
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const struct b3GpuNarrowPhaseInternalData* narrowphaseData);
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void castRays(const b3AlignedObjectArray<b3RayInfo>& rays, b3AlignedObjectArray<b3RayHit>& hitResults,
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int numBodies,const struct b3RigidBodyData* bodies, int numCollidables, const struct b3Collidable* collidables,
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const struct b3GpuNarrowPhaseInternalData* narrowphaseData, class b3GpuBroadphaseInterface* broadphase);
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};
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#endif //B3_GPU_RAYCAST_H
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