reorder files, in preparation for Bullet 3 -> Bullet 2 merge
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109
Demos3/donttouch/b3GpuDynamicsWorld.h
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109
Demos3/donttouch/b3GpuDynamicsWorld.h
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#ifndef B3_GPU_DYNAMICS_WORLD_H
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#define B3_GPU_DYNAMICS_WORLD_H
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class b3Vector3;
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class b3RigidBody;
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class b3CollisionObject;
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struct b3GpuInternalData;//use this struct to avoid 'leaking' all OpenCL headers into clients code base
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class CLPhysicsDemo;
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#include "Bullet3Common/b3AlignedObjectArray.h"
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//#include "BulletDynamics/Dynamics/b3DynamicsWorld.h"
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class b3GpuDynamicsWorld //: public b3DynamicsWorld
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{
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b3AlignedObjectArray<const class b3CollisionShape*> m_uniqueShapes;
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b3AlignedObjectArray<int> m_uniqueShapeMapping;
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CLPhysicsDemo* m_gpuPhysics;
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b3Vector3 m_gravity;
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bool m_once;
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bool initOpenCL(int preferredDeviceIndex, int preferredPlatformIndex, bool useInterop);
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void exitOpenCL();
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int findOrRegisterCollisionShape(const b3CollisionShape* colShape);
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public:
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b3GpuDynamicsWorld(int preferredOpenCLPlatformIndex,int preferredOpenCLDeviceIndex);
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virtual ~b3GpuDynamicsWorld();
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virtual int stepSimulation( b3Scalar timeStep,int maxSubSteps=1, b3Scalar fixedTimeStep=b3Scalar(1.)/b3Scalar(60.));
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virtual void synchronizeMotionStates()
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{
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b3Assert(0);
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}
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void debugDrawWorld() {}
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void setGravity(const b3Vector3& gravity);
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void addRigidBody(b3RigidBody* body);
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void removeCollisionObject(b3CollisionObject* colObj);
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b3AlignedObjectArray<class b3CollisionObject*>& getCollisionObjectArray();
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const b3AlignedObjectArray<class b3CollisionObject*>& getCollisionObjectArray() const;
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virtual void addAction(b3ActionInterface* action)
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{
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b3Assert(0);
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}
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virtual void removeAction(b3ActionInterface* action)
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{
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b3Assert(0);
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}
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b3Vector3 getGravity () const
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{
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return m_gravity;
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}
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virtual void addRigidBody(b3RigidBody* body, short group, short mask)
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{
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addRigidBody(body);
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}
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virtual void removeRigidBody(b3RigidBody* body)
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{
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b3Assert(0);
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}
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virtual void setConstraintSolver(b3ConstraintSolver* solver)
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{
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b3Assert(0);
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}
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virtual b3ConstraintSolver* getConstraintSolver()
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{
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b3Assert(0);
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return 0;
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}
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virtual b3DynamicsWorldType getWorldType() const
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{
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return B3_GPU_PHYSICS_WORLD;
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}
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virtual void clearForces()
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{
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b3Assert(0);
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}
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};
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#endif //B3_GPU_DYNAMICS_WORLD_H
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