Add the GPU rigid body pipeline from https://github.com/erwincoumans/experiments as a Bullet 3.x preview for Bullet 2.80
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/*
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Copyright (c) 2012 Advanced Micro Devices, Inc.
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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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//Originally written by Takahiro Harada
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#ifndef COLLISION_SHAPE_H
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#define COLLISION_SHAPE_H
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#include "Stubs/AdlMath.h"
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#include "Stubs/AdlAabb.h"
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_MEM_CLASSALIGN16
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class CollisionShape
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{
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public:
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_MEM_ALIGNED_ALLOCATOR16;
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enum Type
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{
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SHAPE_HEIGHT_FIELD,
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SHAPE_CONVEX_HEIGHT_FIELD,
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SHAPE_PLANE,
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MAX_NUM_SHAPE_TYPES,
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};
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CollisionShape( Type type, float collisionMargin = 0.0025f ) : m_type( type ){ m_collisionMargin = collisionMargin; }
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virtual ~CollisionShape(){}
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virtual float queryDistance(const float4& p) const = 0;
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virtual bool queryDistanceWithNormal(const float4& p, float4& normalOut) const = 0;
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public:
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Type m_type;
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Aabb m_aabb;
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float m_collisionMargin;
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};
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#endif
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