start adding various scenes to test gpu rigid body pipeline reserve more memory for shapes (concave triangle mesh can be huge) in GLInstancingRenderer fix a few crashes when 0 objects
31 lines
649 B
C++
31 lines
649 B
C++
#ifndef GPU_RIGIDBODY_INTERNAL_DATA_H
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#define GPU_RIGIDBODY_INTERNAL_DATA_H
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#include "basic_initialize/btOpenCLUtils.h"
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#include "parallel_primitives/host/btOpenCLArray.h"
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#include "BulletCommon/btVector3.h"
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struct GpuRigidBodyDemoInternalData
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{
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cl_kernel m_copyTransformsToVBOKernel;
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btOpenCLArray<btVector4>* m_instancePosOrnColor;
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class btGpuRigidBodyPipeline* m_rigidBodyPipeline;
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class btGpuNarrowPhase* m_np;
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class btGpuSapBroadphase* m_bp;
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GpuRigidBodyDemoInternalData()
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:m_instancePosOrnColor(0),
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m_copyTransformsToVBOKernel(0), m_rigidBodyPipeline(0),
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m_np(0),
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m_bp(0)
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{
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}
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};
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#endif//GPU_RIGIDBODY_INTERNAL_DATA_H
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