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-rw-r--r--thirdparty/bullet/Bullet3Collision/NarrowPhaseCollision/shared/b3NewContactReduction.h196
1 files changed, 196 insertions, 0 deletions
diff --git a/thirdparty/bullet/Bullet3Collision/NarrowPhaseCollision/shared/b3NewContactReduction.h b/thirdparty/bullet/Bullet3Collision/NarrowPhaseCollision/shared/b3NewContactReduction.h
new file mode 100644
index 0000000000..718222ebca
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+++ b/thirdparty/bullet/Bullet3Collision/NarrowPhaseCollision/shared/b3NewContactReduction.h
@@ -0,0 +1,196 @@
+
+#ifndef B3_NEW_CONTACT_REDUCTION_H
+#define B3_NEW_CONTACT_REDUCTION_H
+
+#include "Bullet3Common/shared/b3Float4.h"
+#include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h"
+#include "Bullet3Collision/NarrowPhaseCollision/shared/b3Contact4Data.h"
+
+#define GET_NPOINTS(x) (x).m_worldNormalOnB.w
+
+
+int b3ExtractManifoldSequentialGlobal(__global const b3Float4* p, int nPoints, b3Float4ConstArg nearNormal, b3Int4* contactIdx)
+{
+ if( nPoints == 0 )
+ return 0;
+
+ if (nPoints <=4)
+ return nPoints;
+
+
+ if (nPoints >64)
+ nPoints = 64;
+
+ b3Float4 center = b3MakeFloat4(0,0,0,0);
+ {
+
+ for (int i=0;i<nPoints;i++)
+ center += p[i];
+ center /= (float)nPoints;
+ }
+
+
+
+ // sample 4 directions
+
+ b3Float4 aVector = p[0] - center;
+ b3Float4 u = b3Cross( nearNormal, aVector );
+ b3Float4 v = b3Cross( nearNormal, u );
+ u = b3Normalized( u );
+ v = b3Normalized( v );
+
+
+ //keep point with deepest penetration
+ float minW= FLT_MAX;
+
+ int minIndex=-1;
+
+ b3Float4 maxDots;
+ maxDots.x = FLT_MIN;
+ maxDots.y = FLT_MIN;
+ maxDots.z = FLT_MIN;
+ maxDots.w = FLT_MIN;
+
+ // idx, distance
+ for(int ie = 0; ie<nPoints; ie++ )
+ {
+ if (p[ie].w<minW)
+ {
+ minW = p[ie].w;
+ minIndex=ie;
+ }
+ float f;
+ b3Float4 r = p[ie]-center;
+ f = b3Dot( u, r );
+ if (f<maxDots.x)
+ {
+ maxDots.x = f;
+ contactIdx[0].x = ie;
+ }
+
+ f = b3Dot( -u, r );
+ if (f<maxDots.y)
+ {
+ maxDots.y = f;
+ contactIdx[0].y = ie;
+ }
+
+
+ f = b3Dot( v, r );
+ if (f<maxDots.z)
+ {
+ maxDots.z = f;
+ contactIdx[0].z = ie;
+ }
+
+ f = b3Dot( -v, r );
+ if (f<maxDots.w)
+ {
+ maxDots.w = f;
+ contactIdx[0].w = ie;
+ }
+
+ }
+
+ if (contactIdx[0].x != minIndex && contactIdx[0].y != minIndex && contactIdx[0].z != minIndex && contactIdx[0].w != minIndex)
+ {
+ //replace the first contact with minimum (todo: replace contact with least penetration)
+ contactIdx[0].x = minIndex;
+ }
+
+ return 4;
+
+}
+
+__kernel void b3NewContactReductionKernel( __global b3Int4* pairs,
+ __global const b3RigidBodyData_t* rigidBodies,
+ __global const b3Float4* separatingNormals,
+ __global const int* hasSeparatingAxis,
+ __global struct b3Contact4Data* globalContactsOut,
+ __global b3Int4* clippingFaces,
+ __global b3Float4* worldVertsB2,
+ volatile __global int* nGlobalContactsOut,
+ int vertexFaceCapacity,
+ int contactCapacity,
+ int numPairs,
+ int pairIndex
+ )
+{
+// int i = get_global_id(0);
+ //int pairIndex = i;
+ int i = pairIndex;
+
+ b3Int4 contactIdx;
+ contactIdx=b3MakeInt4(0,1,2,3);
+
+ if (i<numPairs)
+ {
+
+ if (hasSeparatingAxis[i])
+ {
+
+
+
+
+ int nPoints = clippingFaces[pairIndex].w;
+
+ if (nPoints>0)
+ {
+
+ __global b3Float4* pointsIn = &worldVertsB2[pairIndex*vertexFaceCapacity];
+ b3Float4 normal = -separatingNormals[i];
+
+ int nReducedContacts = b3ExtractManifoldSequentialGlobal(pointsIn, nPoints, normal, &contactIdx);
+
+ int dstIdx;
+ dstIdx = b3AtomicInc( nGlobalContactsOut);
+
+//#if 0
+ b3Assert(dstIdx < contactCapacity);
+ if (dstIdx < contactCapacity)
+ {
+
+ __global struct b3Contact4Data* c = &globalContactsOut[dstIdx];
+ c->m_worldNormalOnB = -normal;
+ c->m_restituitionCoeffCmp = (0.f*0xffff);c->m_frictionCoeffCmp = (0.7f*0xffff);
+ c->m_batchIdx = pairIndex;
+ int bodyA = pairs[pairIndex].x;
+ int bodyB = pairs[pairIndex].y;
+
+ pairs[pairIndex].w = dstIdx;
+
+ c->m_bodyAPtrAndSignBit = rigidBodies[bodyA].m_invMass==0?-bodyA:bodyA;
+ c->m_bodyBPtrAndSignBit = rigidBodies[bodyB].m_invMass==0?-bodyB:bodyB;
+ c->m_childIndexA =-1;
+ c->m_childIndexB =-1;
+
+ switch (nReducedContacts)
+ {
+ case 4:
+ c->m_worldPosB[3] = pointsIn[contactIdx.w];
+ case 3:
+ c->m_worldPosB[2] = pointsIn[contactIdx.z];
+ case 2:
+ c->m_worldPosB[1] = pointsIn[contactIdx.y];
+ case 1:
+ c->m_worldPosB[0] = pointsIn[contactIdx.x];
+ default:
+ {
+ }
+ };
+
+ GET_NPOINTS(*c) = nReducedContacts;
+
+ }
+
+
+//#endif
+
+ }// if (numContactsOut>0)
+ }// if (hasSeparatingAxis[i])
+ }// if (i<numPairs)
+
+
+
+}
+#endif