moved Extras/Gimpact to src/BulletCollision/Gimpact
moved Extras/BulletMultiThreaded to src/BulletMultiThreaded (build systems will be updated soon)
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src/BulletMultiThreaded/SpuBatchRaycaster.h
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src/BulletMultiThreaded/SpuBatchRaycaster.h
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2007 Erwin Coumans http://bulletphysics.com
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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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#ifndef SPU_BATCH_RAYCASTER_H
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#define SPU_BATCH_RAYCASTER_H
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#include "LinearMath/btAlignedObjectArray.h"
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#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
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#include "SpuRaycastTaskProcess.h"
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#include "SpuRaycastTask/SpuRaycastTask.h"
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#include "SpuCollisionObjectWrapper.h"
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/* FIXME:
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* Need to decide how callbacks are performed...
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*/
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class SpuBatchRaycaster
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{
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protected:
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SpuCollisionObjectWrapper* castUponObjectWrappers;
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int numCastUponObjectWrappers;
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btAlignedObjectArray<SpuRaycastTaskWorkUnit> rayBatch;
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btAlignedObjectArray<SpuRaycastTaskWorkUnitOut> rayBatchOutput;
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SpuRaycastTaskProcess* m_spuRaycastTaskProcess;
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class btThreadSupportInterface* m_threadInterface;
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public:
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SpuBatchRaycaster (class btThreadSupportInterface* threadInterface, int maxNumOutstandingTasks);
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~SpuBatchRaycaster ();
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void setCollisionObjects (btCollisionObjectArray& castUponObjects, int numCastUponObjects);
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void setCollisionObjectsSkipPE (btCollisionObjectArray& castUponObjects, int numCastUponObjects);
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void addRay (const btVector3& rayFrom, const btVector3& rayTo, const btScalar hitFraction = 1.0);
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void clearRays ();
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void performBatchRaycast ();
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const SpuRaycastTaskWorkUnitOut& operator [] (int i) const;
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int getNumRays () const;
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};
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#endif
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