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 Erwin Coumans
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#ifndef CL_PHYSICS_DEMO_H
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#define CL_PHYSICS_DEMO_H
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class Win32OpenGLWindow;
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struct CLPhysicsDemo
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{
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Win32OpenGLWindow* m_renderer;
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int m_numCollisionShapes;
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int m_numPhysicsInstances;
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struct InternalData* m_data;
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CLPhysicsDemo(Win32OpenGLWindow* renderer);
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virtual ~CLPhysicsDemo();
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//btOpenCLGLInteropBuffer* m_interopBuffer;
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void init(int preferredDevice, int preferredPlatform, bool useInterop);
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void setupInterop();
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int registerCollisionShape(const float* vertices, int strideInBytes, int numVertices, const float* scaling);
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int registerPhysicsInstance(float mass, const float* position, const float* orientation, int collisionShapeIndex, void* userPointer);
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void writeVelocitiesToGpu();
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void writeBodiesToGpu();
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void cleanup();
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void stepSimulation();
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};
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#endif//CL_PHYSICS_DEMO_H
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