Added GPU SoftBody constraint solvers for DirectX 11 (Direct Compute) and OpenCL, thanks to AMD.
See also http://code.google.com/p/bullet/issues/detail?id=390 Added Demos/DX11ClothDemo (an OpenCL cloth demo will follow soon)
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "BulletMultiThreaded/GpuSoftBodySolvers/CPU/btSoftBodySolverData.h"
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#include "btSoftBodySolverBuffer_DX11.h"
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#ifndef BT_SOFT_BHODY_SOLVER_VERTEX_DATA_DX11_H
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#define BT_SOFT_BHODY_SOLVER_VERTEX_DATA_DX11_H
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class btSoftBodyLinkData;
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class btSoftBodyLinkData::LinkDescription;
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struct ID3D11Device;
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struct ID3D11DeviceContext;
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class btSoftBodyVertexDataDX11 : public btSoftBodyVertexData
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{
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protected:
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bool m_onGPU;
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ID3D11Device *m_d3dDevice;
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ID3D11DeviceContext *m_d3dDeviceContext;
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public:
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btDX11Buffer<int> m_dx11ClothIdentifier;
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btDX11Buffer<Vectormath::Aos::Point3> m_dx11VertexPosition;
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btDX11Buffer<Vectormath::Aos::Point3> m_dx11VertexPreviousPosition;
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btDX11Buffer<Vectormath::Aos::Vector3> m_dx11VertexVelocity;
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btDX11Buffer<Vectormath::Aos::Vector3> m_dx11VertexForceAccumulator;
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btDX11Buffer<Vectormath::Aos::Vector3> m_dx11VertexNormal;
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btDX11Buffer<float> m_dx11VertexInverseMass;
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btDX11Buffer<float> m_dx11VertexArea;
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btDX11Buffer<int> m_dx11VertexTriangleCount;
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//ID3D11Buffer* readBackBuffer;
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public:
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btSoftBodyVertexDataDX11( ID3D11Device *d3dDevice, ID3D11DeviceContext *d3dDeviceContext );
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virtual ~btSoftBodyVertexDataDX11();
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virtual bool onAccelerator();
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virtual bool moveToAccelerator();
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virtual bool moveFromAccelerator();
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};
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#endif // #ifndef BT_SOFT_BHODY_SOLVER_VERTEX_DATA_DX11_H
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