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authorRĂ©mi Verschelde <rverschelde@gmail.com>2017-11-05 09:25:33 +0100
committerGitHub <noreply@github.com>2017-11-05 09:25:33 +0100
commita89fa34c21103430b1d140ee04c3ae6a433d77ce (patch)
tree9ecfb36702c2044937c2063f4ef09da62bd7ca1f /thirdparty/bullet/src/Bullet3OpenCL/Raycast/kernels/rayCastKernels.cl
parentf7a41c1e309226bd0deb6381e71a5ce005cbe4ef (diff)
parentfb4871c919571d719d27738cc4d7db496a575b57 (diff)
Merge pull request #12641 from AndreaCatania/bullet
Bullet physics wrapper
Diffstat (limited to 'thirdparty/bullet/src/Bullet3OpenCL/Raycast/kernels/rayCastKernels.cl')
-rw-r--r--thirdparty/bullet/src/Bullet3OpenCL/Raycast/kernels/rayCastKernels.cl439
1 files changed, 439 insertions, 0 deletions
diff --git a/thirdparty/bullet/src/Bullet3OpenCL/Raycast/kernels/rayCastKernels.cl b/thirdparty/bullet/src/Bullet3OpenCL/Raycast/kernels/rayCastKernels.cl
new file mode 100644
index 0000000000..e72d96876b
--- /dev/null
+++ b/thirdparty/bullet/src/Bullet3OpenCL/Raycast/kernels/rayCastKernels.cl
@@ -0,0 +1,439 @@
+
+#define SHAPE_CONVEX_HULL 3
+#define SHAPE_PLANE 4
+#define SHAPE_CONCAVE_TRIMESH 5
+#define SHAPE_COMPOUND_OF_CONVEX_HULLS 6
+#define SHAPE_SPHERE 7
+
+
+typedef struct
+{
+ float4 m_from;
+ float4 m_to;
+} b3RayInfo;
+
+typedef struct
+{
+ float m_hitFraction;
+ int m_hitResult0;
+ int m_hitResult1;
+ int m_hitResult2;
+ float4 m_hitPoint;
+ float4 m_hitNormal;
+} b3RayHit;
+
+typedef struct
+{
+ float4 m_pos;
+ float4 m_quat;
+ float4 m_linVel;
+ float4 m_angVel;
+
+ unsigned int m_collidableIdx;
+ float m_invMass;
+ float m_restituitionCoeff;
+ float m_frictionCoeff;
+} Body;
+
+typedef struct Collidable
+{
+ union {
+ int m_numChildShapes;
+ int m_bvhIndex;
+ };
+ float m_radius;
+ int m_shapeType;
+ int m_shapeIndex;
+} Collidable;
+
+
+typedef struct
+{
+ float4 m_localCenter;
+ float4 m_extents;
+ float4 mC;
+ float4 mE;
+
+ float m_radius;
+ int m_faceOffset;
+ int m_numFaces;
+ int m_numVertices;
+
+ int m_vertexOffset;
+ int m_uniqueEdgesOffset;
+ int m_numUniqueEdges;
+ int m_unused;
+
+} ConvexPolyhedronCL;
+
+typedef struct
+{
+ float4 m_plane;
+ int m_indexOffset;
+ int m_numIndices;
+} b3GpuFace;
+
+
+
+///////////////////////////////////////
+// Quaternion
+///////////////////////////////////////
+
+typedef float4 Quaternion;
+
+__inline
+ Quaternion qtMul(Quaternion a, Quaternion b);
+
+__inline
+ Quaternion qtNormalize(Quaternion in);
+
+
+__inline
+ Quaternion qtInvert(Quaternion q);
+
+
+__inline
+ float dot3F4(float4 a, float4 b)
+{
+ float4 a1 = (float4)(a.xyz,0.f);
+ float4 b1 = (float4)(b.xyz,0.f);
+ return dot(a1, b1);
+}
+
+
+__inline
+ Quaternion qtMul(Quaternion a, Quaternion b)
+{
+ Quaternion ans;
+ ans = cross( a, b );
+ ans += a.w*b+b.w*a;
+ // ans.w = a.w*b.w - (a.x*b.x+a.y*b.y+a.z*b.z);
+ ans.w = a.w*b.w - dot3F4(a, b);
+ return ans;
+}
+
+__inline
+ Quaternion qtNormalize(Quaternion in)
+{
+ return fast_normalize(in);
+ // in /= length( in );
+ // return in;
+}
+__inline
+ float4 qtRotate(Quaternion q, float4 vec)
+{
+ Quaternion qInv = qtInvert( q );
+ float4 vcpy = vec;
+ vcpy.w = 0.f;
+ float4 out = qtMul(q,vcpy);
+ out = qtMul(out,qInv);
+ return out;
+}
+
+__inline
+ Quaternion qtInvert(Quaternion q)
+{
+ return (Quaternion)(-q.xyz, q.w);
+}
+
+__inline
+ float4 qtInvRotate(const Quaternion q, float4 vec)
+{
+ return qtRotate( qtInvert( q ), vec );
+}
+
+
+
+void trInverse(float4 translationIn, Quaternion orientationIn,
+ float4* translationOut, Quaternion* orientationOut)
+{
+ *orientationOut = qtInvert(orientationIn);
+ *translationOut = qtRotate(*orientationOut, -translationIn);
+}
+
+
+
+
+
+bool rayConvex(float4 rayFromLocal, float4 rayToLocal, int numFaces, int faceOffset,
+ __global const b3GpuFace* faces, float* hitFraction, float4* hitNormal)
+{
+ rayFromLocal.w = 0.f;
+ rayToLocal.w = 0.f;
+ bool result = true;
+
+ float exitFraction = hitFraction[0];
+ float enterFraction = -0.3f;
+ float4 curHitNormal = (float4)(0,0,0,0);
+ for (int i=0;i<numFaces && result;i++)
+ {
+ b3GpuFace face = faces[faceOffset+i];
+ float fromPlaneDist = dot(rayFromLocal,face.m_plane)+face.m_plane.w;
+ float toPlaneDist = dot(rayToLocal,face.m_plane)+face.m_plane.w;
+ if (fromPlaneDist<0.f)
+ {
+ if (toPlaneDist >= 0.f)
+ {
+ float fraction = fromPlaneDist / (fromPlaneDist-toPlaneDist);
+ if (exitFraction>fraction)
+ {
+ exitFraction = fraction;
+ }
+ }
+ } else
+ {
+ if (toPlaneDist<0.f)
+ {
+ float fraction = fromPlaneDist / (fromPlaneDist-toPlaneDist);
+ if (enterFraction <= fraction)
+ {
+ enterFraction = fraction;
+ curHitNormal = face.m_plane;
+ curHitNormal.w = 0.f;
+ }
+ } else
+ {
+ result = false;
+ }
+ }
+ if (exitFraction <= enterFraction)
+ result = false;
+ }
+
+ if (enterFraction < 0.f)
+ {
+ result = false;
+ }
+
+ if (result)
+ {
+ hitFraction[0] = enterFraction;
+ hitNormal[0] = curHitNormal;
+ }
+ return result;
+}
+
+
+
+
+
+
+bool sphere_intersect(float4 spherePos, float radius, float4 rayFrom, float4 rayTo, float* hitFraction)
+{
+ float4 rs = rayFrom - spherePos;
+ rs.w = 0.f;
+ float4 rayDir = rayTo-rayFrom;
+ rayDir.w = 0.f;
+ float A = dot(rayDir,rayDir);
+ float B = dot(rs, rayDir);
+ float C = dot(rs, rs) - (radius * radius);
+
+ float D = B * B - A*C;
+
+ if (D > 0.0f)
+ {
+ float t = (-B - sqrt(D))/A;
+
+ if ( (t >= 0.0f) && (t < (*hitFraction)) )
+ {
+ *hitFraction = t;
+ return true;
+ }
+ }
+ return false;
+}
+
+float4 setInterpolate3(float4 from, float4 to, float t)
+{
+ float s = 1.0f - t;
+ float4 result;
+ result = s * from + t * to;
+ result.w = 0.f;
+ return result;
+}
+
+__kernel void rayCastKernel(
+ int numRays,
+ const __global b3RayInfo* rays,
+ __global b3RayHit* hitResults,
+ const int numBodies,
+ __global Body* bodies,
+ __global Collidable* collidables,
+ __global const b3GpuFace* faces,
+ __global const ConvexPolyhedronCL* convexShapes )
+{
+
+ int i = get_global_id(0);
+ if (i>=numRays)
+ return;
+
+ hitResults[i].m_hitFraction = 1.f;
+
+ float4 rayFrom = rays[i].m_from;
+ float4 rayTo = rays[i].m_to;
+ float hitFraction = 1.f;
+ float4 hitPoint;
+ float4 hitNormal;
+ int hitBodyIndex= -1;
+
+ int cachedCollidableIndex = -1;
+ Collidable cachedCollidable;
+
+ for (int b=0;b<numBodies;b++)
+ {
+ if (hitResults[i].m_hitResult2==b)
+ continue;
+ Body body = bodies[b];
+ float4 pos = body.m_pos;
+ float4 orn = body.m_quat;
+ if (cachedCollidableIndex != body.m_collidableIdx)
+ {
+ cachedCollidableIndex = body.m_collidableIdx;
+ cachedCollidable = collidables[cachedCollidableIndex];
+ }
+ if (cachedCollidable.m_shapeType == SHAPE_CONVEX_HULL)
+ {
+
+ float4 invPos = (float4)(0,0,0,0);
+ float4 invOrn = (float4)(0,0,0,0);
+ float4 rayFromLocal = (float4)(0,0,0,0);
+ float4 rayToLocal = (float4)(0,0,0,0);
+ invOrn = qtInvert(orn);
+ invPos = qtRotate(invOrn, -pos);
+ rayFromLocal = qtRotate( invOrn, rayFrom ) + invPos;
+ rayToLocal = qtRotate( invOrn, rayTo) + invPos;
+ rayFromLocal.w = 0.f;
+ rayToLocal.w = 0.f;
+ int numFaces = convexShapes[cachedCollidable.m_shapeIndex].m_numFaces;
+ int faceOffset = convexShapes[cachedCollidable.m_shapeIndex].m_faceOffset;
+ if (numFaces)
+ {
+ if (rayConvex(rayFromLocal, rayToLocal, numFaces, faceOffset,faces, &hitFraction, &hitNormal))
+ {
+ hitBodyIndex = b;
+
+ }
+ }
+ }
+ if (cachedCollidable.m_shapeType == SHAPE_SPHERE)
+ {
+ float radius = cachedCollidable.m_radius;
+
+ if (sphere_intersect(pos, radius, rayFrom, rayTo, &hitFraction))
+ {
+ hitBodyIndex = b;
+ hitNormal = (float4) (hitPoint-bodies[b].m_pos);
+ }
+ }
+ }
+
+ if (hitBodyIndex>=0)
+ {
+ hitPoint = setInterpolate3(rayFrom, rayTo,hitFraction);
+ hitResults[i].m_hitFraction = hitFraction;
+ hitResults[i].m_hitPoint = hitPoint;
+ hitResults[i].m_hitNormal = normalize(hitNormal);
+ hitResults[i].m_hitResult0 = hitBodyIndex;
+ }
+
+}
+
+
+__kernel void findRayRigidPairIndexRanges(__global int2* rayRigidPairs,
+ __global int* out_firstRayRigidPairIndexPerRay,
+ __global int* out_numRayRigidPairsPerRay,
+ int numRayRigidPairs)
+{
+ int rayRigidPairIndex = get_global_id(0);
+ if (rayRigidPairIndex >= numRayRigidPairs) return;
+
+ int rayIndex = rayRigidPairs[rayRigidPairIndex].x;
+
+ atomic_min(&out_firstRayRigidPairIndexPerRay[rayIndex], rayRigidPairIndex);
+ atomic_inc(&out_numRayRigidPairsPerRay[rayIndex]);
+}
+
+__kernel void rayCastPairsKernel(const __global b3RayInfo* rays,
+ __global b3RayHit* hitResults,
+ __global int* firstRayRigidPairIndexPerRay,
+ __global int* numRayRigidPairsPerRay,
+
+ __global Body* bodies,
+ __global Collidable* collidables,
+ __global const b3GpuFace* faces,
+ __global const ConvexPolyhedronCL* convexShapes,
+
+ __global int2* rayRigidPairs,
+ int numRays)
+{
+ int i = get_global_id(0);
+ if (i >= numRays) return;
+
+ float4 rayFrom = rays[i].m_from;
+ float4 rayTo = rays[i].m_to;
+
+ hitResults[i].m_hitFraction = 1.f;
+
+ float hitFraction = 1.f;
+ float4 hitPoint;
+ float4 hitNormal;
+ int hitBodyIndex = -1;
+
+ //
+ for(int pair = 0; pair < numRayRigidPairsPerRay[i]; ++pair)
+ {
+ int rayRigidPairIndex = pair + firstRayRigidPairIndexPerRay[i];
+ int b = rayRigidPairs[rayRigidPairIndex].y;
+
+ if (hitResults[i].m_hitResult2 == b) continue;
+
+ Body body = bodies[b];
+ Collidable rigidCollidable = collidables[body.m_collidableIdx];
+
+ float4 pos = body.m_pos;
+ float4 orn = body.m_quat;
+
+ if (rigidCollidable.m_shapeType == SHAPE_CONVEX_HULL)
+ {
+ float4 invPos = (float4)(0,0,0,0);
+ float4 invOrn = (float4)(0,0,0,0);
+ float4 rayFromLocal = (float4)(0,0,0,0);
+ float4 rayToLocal = (float4)(0,0,0,0);
+ invOrn = qtInvert(orn);
+ invPos = qtRotate(invOrn, -pos);
+ rayFromLocal = qtRotate( invOrn, rayFrom ) + invPos;
+ rayToLocal = qtRotate( invOrn, rayTo) + invPos;
+ rayFromLocal.w = 0.f;
+ rayToLocal.w = 0.f;
+ int numFaces = convexShapes[rigidCollidable.m_shapeIndex].m_numFaces;
+ int faceOffset = convexShapes[rigidCollidable.m_shapeIndex].m_faceOffset;
+
+ if (numFaces && rayConvex(rayFromLocal, rayToLocal, numFaces, faceOffset,faces, &hitFraction, &hitNormal))
+ {
+ hitBodyIndex = b;
+ hitPoint = setInterpolate3(rayFrom, rayTo, hitFraction);
+ }
+ }
+
+ if (rigidCollidable.m_shapeType == SHAPE_SPHERE)
+ {
+ float radius = rigidCollidable.m_radius;
+
+ if (sphere_intersect(pos, radius, rayFrom, rayTo, &hitFraction))
+ {
+ hitBodyIndex = b;
+ hitPoint = setInterpolate3(rayFrom, rayTo, hitFraction);
+ hitNormal = (float4) (hitPoint - bodies[b].m_pos);
+ }
+ }
+ }
+
+ if (hitBodyIndex >= 0)
+ {
+ hitResults[i].m_hitFraction = hitFraction;
+ hitResults[i].m_hitPoint = hitPoint;
+ hitResults[i].m_hitNormal = normalize(hitNormal);
+ hitResults[i].m_hitResult0 = hitBodyIndex;
+ }
+
+}