diff options
Diffstat (limited to 'thirdparty/bullet/Bullet3OpenCL/NarrowphaseCollision/kernels/satConcaveKernels.h')
-rw-r--r-- | thirdparty/bullet/Bullet3OpenCL/NarrowphaseCollision/kernels/satConcaveKernels.h | 1456 |
1 files changed, 0 insertions, 1456 deletions
diff --git a/thirdparty/bullet/Bullet3OpenCL/NarrowphaseCollision/kernels/satConcaveKernels.h b/thirdparty/bullet/Bullet3OpenCL/NarrowphaseCollision/kernels/satConcaveKernels.h deleted file mode 100644 index a60702ca62..0000000000 --- a/thirdparty/bullet/Bullet3OpenCL/NarrowphaseCollision/kernels/satConcaveKernels.h +++ /dev/null @@ -1,1456 +0,0 @@ -//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project -static const char* satConcaveKernelsCL = - "//keep this enum in sync with the CPU version (in btCollidable.h)\n" - "//written by Erwin Coumans\n" - "#define SHAPE_CONVEX_HULL 3\n" - "#define SHAPE_CONCAVE_TRIMESH 5\n" - "#define TRIANGLE_NUM_CONVEX_FACES 5\n" - "#define SHAPE_COMPOUND_OF_CONVEX_HULLS 6\n" - "#define B3_MAX_STACK_DEPTH 256\n" - "typedef unsigned int u32;\n" - "///keep this in sync with btCollidable.h\n" - "typedef struct\n" - "{\n" - " union {\n" - " int m_numChildShapes;\n" - " int m_bvhIndex;\n" - " };\n" - " union\n" - " {\n" - " float m_radius;\n" - " int m_compoundBvhIndex;\n" - " };\n" - " \n" - " int m_shapeType;\n" - " int m_shapeIndex;\n" - " \n" - "} btCollidableGpu;\n" - "#define MAX_NUM_PARTS_IN_BITS 10\n" - "///b3QuantizedBvhNode is a compressed aabb node, 16 bytes.\n" - "///Node can be used for leafnode or internal node. Leafnodes can point to 32-bit triangle index (non-negative range).\n" - "typedef struct\n" - "{\n" - " //12 bytes\n" - " unsigned short int m_quantizedAabbMin[3];\n" - " unsigned short int m_quantizedAabbMax[3];\n" - " //4 bytes\n" - " int m_escapeIndexOrTriangleIndex;\n" - "} b3QuantizedBvhNode;\n" - "typedef struct\n" - "{\n" - " float4 m_aabbMin;\n" - " float4 m_aabbMax;\n" - " float4 m_quantization;\n" - " int m_numNodes;\n" - " int m_numSubTrees;\n" - " int m_nodeOffset;\n" - " int m_subTreeOffset;\n" - "} b3BvhInfo;\n" - "int getTriangleIndex(const b3QuantizedBvhNode* rootNode)\n" - "{\n" - " unsigned int x=0;\n" - " unsigned int y = (~(x&0))<<(31-MAX_NUM_PARTS_IN_BITS);\n" - " // Get only the lower bits where the triangle index is stored\n" - " return (rootNode->m_escapeIndexOrTriangleIndex&~(y));\n" - "}\n" - "int getTriangleIndexGlobal(__global const b3QuantizedBvhNode* rootNode)\n" - "{\n" - " unsigned int x=0;\n" - " unsigned int y = (~(x&0))<<(31-MAX_NUM_PARTS_IN_BITS);\n" - " // Get only the lower bits where the triangle index is stored\n" - " return (rootNode->m_escapeIndexOrTriangleIndex&~(y));\n" - "}\n" - "int isLeafNode(const b3QuantizedBvhNode* rootNode)\n" - "{\n" - " //skipindex is negative (internal node), triangleindex >=0 (leafnode)\n" - " return (rootNode->m_escapeIndexOrTriangleIndex >= 0)? 1 : 0;\n" - "}\n" - "int isLeafNodeGlobal(__global const b3QuantizedBvhNode* rootNode)\n" - "{\n" - " //skipindex is negative (internal node), triangleindex >=0 (leafnode)\n" - " return (rootNode->m_escapeIndexOrTriangleIndex >= 0)? 1 : 0;\n" - "}\n" - " \n" - "int getEscapeIndex(const b3QuantizedBvhNode* rootNode)\n" - "{\n" - " return -rootNode->m_escapeIndexOrTriangleIndex;\n" - "}\n" - "int getEscapeIndexGlobal(__global const b3QuantizedBvhNode* rootNode)\n" - "{\n" - " return -rootNode->m_escapeIndexOrTriangleIndex;\n" - "}\n" - "typedef struct\n" - "{\n" - " //12 bytes\n" - " unsigned short int m_quantizedAabbMin[3];\n" - " unsigned short int m_quantizedAabbMax[3];\n" - " //4 bytes, points to the root of the subtree\n" - " int m_rootNodeIndex;\n" - " //4 bytes\n" - " int m_subtreeSize;\n" - " int m_padding[3];\n" - "} b3BvhSubtreeInfo;\n" - "typedef struct\n" - "{\n" - " float4 m_childPosition;\n" - " float4 m_childOrientation;\n" - " int m_shapeIndex;\n" - " int m_unused0;\n" - " int m_unused1;\n" - " int m_unused2;\n" - "} btGpuChildShape;\n" - "typedef struct\n" - "{\n" - " float4 m_pos;\n" - " float4 m_quat;\n" - " float4 m_linVel;\n" - " float4 m_angVel;\n" - " u32 m_collidableIdx;\n" - " float m_invMass;\n" - " float m_restituitionCoeff;\n" - " float m_frictionCoeff;\n" - "} BodyData;\n" - "typedef struct \n" - "{\n" - " float4 m_localCenter;\n" - " float4 m_extents;\n" - " float4 mC;\n" - " float4 mE;\n" - " \n" - " float m_radius;\n" - " int m_faceOffset;\n" - " int m_numFaces;\n" - " int m_numVertices;\n" - " int m_vertexOffset;\n" - " int m_uniqueEdgesOffset;\n" - " int m_numUniqueEdges;\n" - " int m_unused;\n" - "} ConvexPolyhedronCL;\n" - "typedef struct \n" - "{\n" - " union\n" - " {\n" - " float4 m_min;\n" - " float m_minElems[4];\n" - " int m_minIndices[4];\n" - " };\n" - " union\n" - " {\n" - " float4 m_max;\n" - " float m_maxElems[4];\n" - " int m_maxIndices[4];\n" - " };\n" - "} btAabbCL;\n" - "#ifndef B3_AABB_H\n" - "#define B3_AABB_H\n" - "#ifndef B3_FLOAT4_H\n" - "#define B3_FLOAT4_H\n" - "#ifndef B3_PLATFORM_DEFINITIONS_H\n" - "#define B3_PLATFORM_DEFINITIONS_H\n" - "struct MyTest\n" - "{\n" - " int bla;\n" - "};\n" - "#ifdef __cplusplus\n" - "#else\n" - "//keep B3_LARGE_FLOAT*B3_LARGE_FLOAT < FLT_MAX\n" - "#define B3_LARGE_FLOAT 1e18f\n" - "#define B3_INFINITY 1e18f\n" - "#define b3Assert(a)\n" - "#define b3ConstArray(a) __global const a*\n" - "#define b3AtomicInc atomic_inc\n" - "#define b3AtomicAdd atomic_add\n" - "#define b3Fabs fabs\n" - "#define b3Sqrt native_sqrt\n" - "#define b3Sin native_sin\n" - "#define b3Cos native_cos\n" - "#define B3_STATIC\n" - "#endif\n" - "#endif\n" - "#ifdef __cplusplus\n" - "#else\n" - " typedef float4 b3Float4;\n" - " #define b3Float4ConstArg const b3Float4\n" - " #define b3MakeFloat4 (float4)\n" - " float b3Dot3F4(b3Float4ConstArg v0,b3Float4ConstArg v1)\n" - " {\n" - " float4 a1 = b3MakeFloat4(v0.xyz,0.f);\n" - " float4 b1 = b3MakeFloat4(v1.xyz,0.f);\n" - " return dot(a1, b1);\n" - " }\n" - " b3Float4 b3Cross3(b3Float4ConstArg v0,b3Float4ConstArg v1)\n" - " {\n" - " float4 a1 = b3MakeFloat4(v0.xyz,0.f);\n" - " float4 b1 = b3MakeFloat4(v1.xyz,0.f);\n" - " return cross(a1, b1);\n" - " }\n" - " #define b3MinFloat4 min\n" - " #define b3MaxFloat4 max\n" - " #define b3Normalized(a) normalize(a)\n" - "#endif \n" - " \n" - "inline bool b3IsAlmostZero(b3Float4ConstArg v)\n" - "{\n" - " if(b3Fabs(v.x)>1e-6 || b3Fabs(v.y)>1e-6 || b3Fabs(v.z)>1e-6) \n" - " return false;\n" - " return true;\n" - "}\n" - "inline int b3MaxDot( b3Float4ConstArg vec, __global const b3Float4* vecArray, int vecLen, float* dotOut )\n" - "{\n" - " float maxDot = -B3_INFINITY;\n" - " int i = 0;\n" - " int ptIndex = -1;\n" - " for( i = 0; i < vecLen; i++ )\n" - " {\n" - " float dot = b3Dot3F4(vecArray[i],vec);\n" - " \n" - " if( dot > maxDot )\n" - " {\n" - " maxDot = dot;\n" - " ptIndex = i;\n" - " }\n" - " }\n" - " b3Assert(ptIndex>=0);\n" - " if (ptIndex<0)\n" - " {\n" - " ptIndex = 0;\n" - " }\n" - " *dotOut = maxDot;\n" - " return ptIndex;\n" - "}\n" - "#endif //B3_FLOAT4_H\n" - "#ifndef B3_MAT3x3_H\n" - "#define B3_MAT3x3_H\n" - "#ifndef B3_QUAT_H\n" - "#define B3_QUAT_H\n" - "#ifndef B3_PLATFORM_DEFINITIONS_H\n" - "#ifdef __cplusplus\n" - "#else\n" - "#endif\n" - "#endif\n" - "#ifndef B3_FLOAT4_H\n" - "#ifdef __cplusplus\n" - "#else\n" - "#endif \n" - "#endif //B3_FLOAT4_H\n" - "#ifdef __cplusplus\n" - "#else\n" - " typedef float4 b3Quat;\n" - " #define b3QuatConstArg const b3Quat\n" - " \n" - " \n" - "inline float4 b3FastNormalize4(float4 v)\n" - "{\n" - " v = (float4)(v.xyz,0.f);\n" - " return fast_normalize(v);\n" - "}\n" - " \n" - "inline b3Quat b3QuatMul(b3Quat a, b3Quat b);\n" - "inline b3Quat b3QuatNormalized(b3QuatConstArg in);\n" - "inline b3Quat b3QuatRotate(b3QuatConstArg q, b3QuatConstArg vec);\n" - "inline b3Quat b3QuatInvert(b3QuatConstArg q);\n" - "inline b3Quat b3QuatInverse(b3QuatConstArg q);\n" - "inline b3Quat b3QuatMul(b3QuatConstArg a, b3QuatConstArg b)\n" - "{\n" - " b3Quat ans;\n" - " ans = b3Cross3( a, b );\n" - " ans += a.w*b+b.w*a;\n" - "// ans.w = a.w*b.w - (a.x*b.x+a.y*b.y+a.z*b.z);\n" - " ans.w = a.w*b.w - b3Dot3F4(a, b);\n" - " return ans;\n" - "}\n" - "inline b3Quat b3QuatNormalized(b3QuatConstArg in)\n" - "{\n" - " b3Quat q;\n" - " q=in;\n" - " //return b3FastNormalize4(in);\n" - " float len = native_sqrt(dot(q, q));\n" - " if(len > 0.f)\n" - " {\n" - " q *= 1.f / len;\n" - " }\n" - " else\n" - " {\n" - " q.x = q.y = q.z = 0.f;\n" - " q.w = 1.f;\n" - " }\n" - " return q;\n" - "}\n" - "inline float4 b3QuatRotate(b3QuatConstArg q, b3QuatConstArg vec)\n" - "{\n" - " b3Quat qInv = b3QuatInvert( q );\n" - " float4 vcpy = vec;\n" - " vcpy.w = 0.f;\n" - " float4 out = b3QuatMul(b3QuatMul(q,vcpy),qInv);\n" - " return out;\n" - "}\n" - "inline b3Quat b3QuatInverse(b3QuatConstArg q)\n" - "{\n" - " return (b3Quat)(-q.xyz, q.w);\n" - "}\n" - "inline b3Quat b3QuatInvert(b3QuatConstArg q)\n" - "{\n" - " return (b3Quat)(-q.xyz, q.w);\n" - "}\n" - "inline float4 b3QuatInvRotate(b3QuatConstArg q, b3QuatConstArg vec)\n" - "{\n" - " return b3QuatRotate( b3QuatInvert( q ), vec );\n" - "}\n" - "inline b3Float4 b3TransformPoint(b3Float4ConstArg point, b3Float4ConstArg translation, b3QuatConstArg orientation)\n" - "{\n" - " return b3QuatRotate( orientation, point ) + (translation);\n" - "}\n" - " \n" - "#endif \n" - "#endif //B3_QUAT_H\n" - "#ifdef __cplusplus\n" - "#else\n" - "typedef struct\n" - "{\n" - " b3Float4 m_row[3];\n" - "}b3Mat3x3;\n" - "#define b3Mat3x3ConstArg const b3Mat3x3\n" - "#define b3GetRow(m,row) (m.m_row[row])\n" - "inline b3Mat3x3 b3QuatGetRotationMatrix(b3Quat quat)\n" - "{\n" - " b3Float4 quat2 = (b3Float4)(quat.x*quat.x, quat.y*quat.y, quat.z*quat.z, 0.f);\n" - " b3Mat3x3 out;\n" - " out.m_row[0].x=1-2*quat2.y-2*quat2.z;\n" - " out.m_row[0].y=2*quat.x*quat.y-2*quat.w*quat.z;\n" - " out.m_row[0].z=2*quat.x*quat.z+2*quat.w*quat.y;\n" - " out.m_row[0].w = 0.f;\n" - " out.m_row[1].x=2*quat.x*quat.y+2*quat.w*quat.z;\n" - " out.m_row[1].y=1-2*quat2.x-2*quat2.z;\n" - " out.m_row[1].z=2*quat.y*quat.z-2*quat.w*quat.x;\n" - " out.m_row[1].w = 0.f;\n" - " out.m_row[2].x=2*quat.x*quat.z-2*quat.w*quat.y;\n" - " out.m_row[2].y=2*quat.y*quat.z+2*quat.w*quat.x;\n" - " out.m_row[2].z=1-2*quat2.x-2*quat2.y;\n" - " out.m_row[2].w = 0.f;\n" - " return out;\n" - "}\n" - "inline b3Mat3x3 b3AbsoluteMat3x3(b3Mat3x3ConstArg matIn)\n" - "{\n" - " b3Mat3x3 out;\n" - " out.m_row[0] = fabs(matIn.m_row[0]);\n" - " out.m_row[1] = fabs(matIn.m_row[1]);\n" - " out.m_row[2] = fabs(matIn.m_row[2]);\n" - " return out;\n" - "}\n" - "__inline\n" - "b3Mat3x3 mtZero();\n" - "__inline\n" - "b3Mat3x3 mtIdentity();\n" - "__inline\n" - "b3Mat3x3 mtTranspose(b3Mat3x3 m);\n" - "__inline\n" - "b3Mat3x3 mtMul(b3Mat3x3 a, b3Mat3x3 b);\n" - "__inline\n" - "b3Float4 mtMul1(b3Mat3x3 a, b3Float4 b);\n" - "__inline\n" - "b3Float4 mtMul3(b3Float4 a, b3Mat3x3 b);\n" - "__inline\n" - "b3Mat3x3 mtZero()\n" - "{\n" - " b3Mat3x3 m;\n" - " m.m_row[0] = (b3Float4)(0.f);\n" - " m.m_row[1] = (b3Float4)(0.f);\n" - " m.m_row[2] = (b3Float4)(0.f);\n" - " return m;\n" - "}\n" - "__inline\n" - "b3Mat3x3 mtIdentity()\n" - "{\n" - " b3Mat3x3 m;\n" - " m.m_row[0] = (b3Float4)(1,0,0,0);\n" - " m.m_row[1] = (b3Float4)(0,1,0,0);\n" - " m.m_row[2] = (b3Float4)(0,0,1,0);\n" - " return m;\n" - "}\n" - "__inline\n" - "b3Mat3x3 mtTranspose(b3Mat3x3 m)\n" - "{\n" - " b3Mat3x3 out;\n" - " out.m_row[0] = (b3Float4)(m.m_row[0].x, m.m_row[1].x, m.m_row[2].x, 0.f);\n" - " out.m_row[1] = (b3Float4)(m.m_row[0].y, m.m_row[1].y, m.m_row[2].y, 0.f);\n" - " out.m_row[2] = (b3Float4)(m.m_row[0].z, m.m_row[1].z, m.m_row[2].z, 0.f);\n" - " return out;\n" - "}\n" - "__inline\n" - "b3Mat3x3 mtMul(b3Mat3x3 a, b3Mat3x3 b)\n" - "{\n" - " b3Mat3x3 transB;\n" - " transB = mtTranspose( b );\n" - " b3Mat3x3 ans;\n" - " // why this doesn't run when 0ing in the for{}\n" - " a.m_row[0].w = 0.f;\n" - " a.m_row[1].w = 0.f;\n" - " a.m_row[2].w = 0.f;\n" - " for(int i=0; i<3; i++)\n" - " {\n" - "// a.m_row[i].w = 0.f;\n" - " ans.m_row[i].x = b3Dot3F4(a.m_row[i],transB.m_row[0]);\n" - " ans.m_row[i].y = b3Dot3F4(a.m_row[i],transB.m_row[1]);\n" - " ans.m_row[i].z = b3Dot3F4(a.m_row[i],transB.m_row[2]);\n" - " ans.m_row[i].w = 0.f;\n" - " }\n" - " return ans;\n" - "}\n" - "__inline\n" - "b3Float4 mtMul1(b3Mat3x3 a, b3Float4 b)\n" - "{\n" - " b3Float4 ans;\n" - " ans.x = b3Dot3F4( a.m_row[0], b );\n" - " ans.y = b3Dot3F4( a.m_row[1], b );\n" - " ans.z = b3Dot3F4( a.m_row[2], b );\n" - " ans.w = 0.f;\n" - " return ans;\n" - "}\n" - "__inline\n" - "b3Float4 mtMul3(b3Float4 a, b3Mat3x3 b)\n" - "{\n" - " b3Float4 colx = b3MakeFloat4(b.m_row[0].x, b.m_row[1].x, b.m_row[2].x, 0);\n" - " b3Float4 coly = b3MakeFloat4(b.m_row[0].y, b.m_row[1].y, b.m_row[2].y, 0);\n" - " b3Float4 colz = b3MakeFloat4(b.m_row[0].z, b.m_row[1].z, b.m_row[2].z, 0);\n" - " b3Float4 ans;\n" - " ans.x = b3Dot3F4( a, colx );\n" - " ans.y = b3Dot3F4( a, coly );\n" - " ans.z = b3Dot3F4( a, colz );\n" - " return ans;\n" - "}\n" - "#endif\n" - "#endif //B3_MAT3x3_H\n" - "typedef struct b3Aabb b3Aabb_t;\n" - "struct b3Aabb\n" - "{\n" - " union\n" - " {\n" - " float m_min[4];\n" - " b3Float4 m_minVec;\n" - " int m_minIndices[4];\n" - " };\n" - " union\n" - " {\n" - " float m_max[4];\n" - " b3Float4 m_maxVec;\n" - " int m_signedMaxIndices[4];\n" - " };\n" - "};\n" - "inline void b3TransformAabb2(b3Float4ConstArg localAabbMin,b3Float4ConstArg localAabbMax, float margin,\n" - " b3Float4ConstArg pos,\n" - " b3QuatConstArg orn,\n" - " b3Float4* aabbMinOut,b3Float4* aabbMaxOut)\n" - "{\n" - " b3Float4 localHalfExtents = 0.5f*(localAabbMax-localAabbMin);\n" - " localHalfExtents+=b3MakeFloat4(margin,margin,margin,0.f);\n" - " b3Float4 localCenter = 0.5f*(localAabbMax+localAabbMin);\n" - " b3Mat3x3 m;\n" - " m = b3QuatGetRotationMatrix(orn);\n" - " b3Mat3x3 abs_b = b3AbsoluteMat3x3(m);\n" - " b3Float4 center = b3TransformPoint(localCenter,pos,orn);\n" - " \n" - " b3Float4 extent = b3MakeFloat4(b3Dot3F4(localHalfExtents,b3GetRow(abs_b,0)),\n" - " b3Dot3F4(localHalfExtents,b3GetRow(abs_b,1)),\n" - " b3Dot3F4(localHalfExtents,b3GetRow(abs_b,2)),\n" - " 0.f);\n" - " *aabbMinOut = center-extent;\n" - " *aabbMaxOut = center+extent;\n" - "}\n" - "/// conservative test for overlap between two aabbs\n" - "inline bool b3TestAabbAgainstAabb(b3Float4ConstArg aabbMin1,b3Float4ConstArg aabbMax1,\n" - " b3Float4ConstArg aabbMin2, b3Float4ConstArg aabbMax2)\n" - "{\n" - " bool overlap = true;\n" - " overlap = (aabbMin1.x > aabbMax2.x || aabbMax1.x < aabbMin2.x) ? false : overlap;\n" - " overlap = (aabbMin1.z > aabbMax2.z || aabbMax1.z < aabbMin2.z) ? false : overlap;\n" - " overlap = (aabbMin1.y > aabbMax2.y || aabbMax1.y < aabbMin2.y) ? false : overlap;\n" - " return overlap;\n" - "}\n" - "#endif //B3_AABB_H\n" - "/*\n" - "Bullet Continuous Collision Detection and Physics Library\n" - "Copyright (c) 2003-2013 Erwin Coumans http://bulletphysics.org\n" - "This software is provided 'as-is', without any express or implied warranty.\n" - "In no event will the authors be held liable for any damages arising from the use of this software.\n" - "Permission is granted to anyone to use this software for any purpose,\n" - "including commercial applications, and to alter it and redistribute it freely,\n" - "subject to the following restrictions:\n" - "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.\n" - "2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.\n" - "3. This notice may not be removed or altered from any source distribution.\n" - "*/\n" - "#ifndef B3_INT2_H\n" - "#define B3_INT2_H\n" - "#ifdef __cplusplus\n" - "#else\n" - "#define b3UnsignedInt2 uint2\n" - "#define b3Int2 int2\n" - "#define b3MakeInt2 (int2)\n" - "#endif //__cplusplus\n" - "#endif\n" - "typedef struct\n" - "{\n" - " float4 m_plane;\n" - " int m_indexOffset;\n" - " int m_numIndices;\n" - "} btGpuFace;\n" - "#define make_float4 (float4)\n" - "__inline\n" - "float4 cross3(float4 a, float4 b)\n" - "{\n" - " return cross(a,b);\n" - " \n" - "// float4 a1 = make_float4(a.xyz,0.f);\n" - "// float4 b1 = make_float4(b.xyz,0.f);\n" - "// return cross(a1,b1);\n" - "//float4 c = make_float4(a.y*b.z - a.z*b.y,a.z*b.x - a.x*b.z,a.x*b.y - a.y*b.x,0.f);\n" - " \n" - " // float4 c = make_float4(a.y*b.z - a.z*b.y,1.f,a.x*b.y - a.y*b.x,0.f);\n" - " \n" - " //return c;\n" - "}\n" - "__inline\n" - "float dot3F4(float4 a, float4 b)\n" - "{\n" - " float4 a1 = make_float4(a.xyz,0.f);\n" - " float4 b1 = make_float4(b.xyz,0.f);\n" - " return dot(a1, b1);\n" - "}\n" - "__inline\n" - "float4 fastNormalize4(float4 v)\n" - "{\n" - " v = make_float4(v.xyz,0.f);\n" - " return fast_normalize(v);\n" - "}\n" - "///////////////////////////////////////\n" - "// Quaternion\n" - "///////////////////////////////////////\n" - "typedef float4 Quaternion;\n" - "__inline\n" - "Quaternion qtMul(Quaternion a, Quaternion b);\n" - "__inline\n" - "Quaternion qtNormalize(Quaternion in);\n" - "__inline\n" - "float4 qtRotate(Quaternion q, float4 vec);\n" - "__inline\n" - "Quaternion qtInvert(Quaternion q);\n" - "__inline\n" - "Quaternion qtMul(Quaternion a, Quaternion b)\n" - "{\n" - " Quaternion ans;\n" - " ans = cross3( a, b );\n" - " ans += a.w*b+b.w*a;\n" - "// ans.w = a.w*b.w - (a.x*b.x+a.y*b.y+a.z*b.z);\n" - " ans.w = a.w*b.w - dot3F4(a, b);\n" - " return ans;\n" - "}\n" - "__inline\n" - "Quaternion qtNormalize(Quaternion in)\n" - "{\n" - " return fastNormalize4(in);\n" - "// in /= length( in );\n" - "// return in;\n" - "}\n" - "__inline\n" - "float4 qtRotate(Quaternion q, float4 vec)\n" - "{\n" - " Quaternion qInv = qtInvert( q );\n" - " float4 vcpy = vec;\n" - " vcpy.w = 0.f;\n" - " float4 out = qtMul(qtMul(q,vcpy),qInv);\n" - " return out;\n" - "}\n" - "__inline\n" - "Quaternion qtInvert(Quaternion q)\n" - "{\n" - " return (Quaternion)(-q.xyz, q.w);\n" - "}\n" - "__inline\n" - "float4 qtInvRotate(const Quaternion q, float4 vec)\n" - "{\n" - " return qtRotate( qtInvert( q ), vec );\n" - "}\n" - "__inline\n" - "float4 transform(const float4* p, const float4* translation, const Quaternion* orientation)\n" - "{\n" - " return qtRotate( *orientation, *p ) + (*translation);\n" - "}\n" - "__inline\n" - "float4 normalize3(const float4 a)\n" - "{\n" - " float4 n = make_float4(a.x, a.y, a.z, 0.f);\n" - " return fastNormalize4( n );\n" - "}\n" - "inline void projectLocal(const ConvexPolyhedronCL* hull, const float4 pos, const float4 orn, \n" - "const float4* dir, const float4* vertices, float* min, float* max)\n" - "{\n" - " min[0] = FLT_MAX;\n" - " max[0] = -FLT_MAX;\n" - " int numVerts = hull->m_numVertices;\n" - " const float4 localDir = qtInvRotate(orn,*dir);\n" - " float offset = dot(pos,*dir);\n" - " for(int i=0;i<numVerts;i++)\n" - " {\n" - " float dp = dot(vertices[hull->m_vertexOffset+i],localDir);\n" - " if(dp < min[0]) \n" - " min[0] = dp;\n" - " if(dp > max[0]) \n" - " max[0] = dp;\n" - " }\n" - " if(min[0]>max[0])\n" - " {\n" - " float tmp = min[0];\n" - " min[0] = max[0];\n" - " max[0] = tmp;\n" - " }\n" - " min[0] += offset;\n" - " max[0] += offset;\n" - "}\n" - "inline void project(__global const ConvexPolyhedronCL* hull, const float4 pos, const float4 orn, \n" - "const float4* dir, __global const float4* vertices, float* min, float* max)\n" - "{\n" - " min[0] = FLT_MAX;\n" - " max[0] = -FLT_MAX;\n" - " int numVerts = hull->m_numVertices;\n" - " const float4 localDir = qtInvRotate(orn,*dir);\n" - " float offset = dot(pos,*dir);\n" - " for(int i=0;i<numVerts;i++)\n" - " {\n" - " float dp = dot(vertices[hull->m_vertexOffset+i],localDir);\n" - " if(dp < min[0]) \n" - " min[0] = dp;\n" - " if(dp > max[0]) \n" - " max[0] = dp;\n" - " }\n" - " if(min[0]>max[0])\n" - " {\n" - " float tmp = min[0];\n" - " min[0] = max[0];\n" - " max[0] = tmp;\n" - " }\n" - " min[0] += offset;\n" - " max[0] += offset;\n" - "}\n" - "inline bool TestSepAxisLocalA(const ConvexPolyhedronCL* hullA, __global const ConvexPolyhedronCL* hullB, \n" - " const float4 posA,const float4 ornA,\n" - " const float4 posB,const float4 ornB,\n" - " float4* sep_axis, const float4* verticesA, __global const float4* verticesB,float* depth)\n" - "{\n" - " float Min0,Max0;\n" - " float Min1,Max1;\n" - " projectLocal(hullA,posA,ornA,sep_axis,verticesA, &Min0, &Max0);\n" - " project(hullB,posB,ornB, sep_axis,verticesB, &Min1, &Max1);\n" - " if(Max0<Min1 || Max1<Min0)\n" - " return false;\n" - " float d0 = Max0 - Min1;\n" - " float d1 = Max1 - Min0;\n" - " *depth = d0<d1 ? d0:d1;\n" - " return true;\n" - "}\n" - "inline bool IsAlmostZero(const float4 v)\n" - "{\n" - " if(fabs(v.x)>1e-6f || fabs(v.y)>1e-6f || fabs(v.z)>1e-6f)\n" - " return false;\n" - " return true;\n" - "}\n" - "bool findSeparatingAxisLocalA( const ConvexPolyhedronCL* hullA, __global const ConvexPolyhedronCL* hullB, \n" - " const float4 posA1,\n" - " const float4 ornA,\n" - " const float4 posB1,\n" - " const float4 ornB,\n" - " const float4 DeltaC2,\n" - " \n" - " const float4* verticesA, \n" - " const float4* uniqueEdgesA, \n" - " const btGpuFace* facesA,\n" - " const int* indicesA,\n" - " __global const float4* verticesB, \n" - " __global const float4* uniqueEdgesB, \n" - " __global const btGpuFace* facesB,\n" - " __global const int* indicesB,\n" - " float4* sep,\n" - " float* dmin)\n" - "{\n" - " \n" - " float4 posA = posA1;\n" - " posA.w = 0.f;\n" - " float4 posB = posB1;\n" - " posB.w = 0.f;\n" - " int curPlaneTests=0;\n" - " {\n" - " int numFacesA = hullA->m_numFaces;\n" - " // Test normals from hullA\n" - " for(int i=0;i<numFacesA;i++)\n" - " {\n" - " const float4 normal = facesA[hullA->m_faceOffset+i].m_plane;\n" - " float4 faceANormalWS = qtRotate(ornA,normal);\n" - " if (dot3F4(DeltaC2,faceANormalWS)<0)\n" - " faceANormalWS*=-1.f;\n" - " curPlaneTests++;\n" - " float d;\n" - " if(!TestSepAxisLocalA( hullA, hullB, posA,ornA,posB,ornB,&faceANormalWS, verticesA, verticesB,&d))\n" - " return false;\n" - " if(d<*dmin)\n" - " {\n" - " *dmin = d;\n" - " *sep = faceANormalWS;\n" - " }\n" - " }\n" - " }\n" - " if((dot3F4(-DeltaC2,*sep))>0.0f)\n" - " {\n" - " *sep = -(*sep);\n" - " }\n" - " return true;\n" - "}\n" - "bool findSeparatingAxisLocalB( __global const ConvexPolyhedronCL* hullA, const ConvexPolyhedronCL* hullB, \n" - " const float4 posA1,\n" - " const float4 ornA,\n" - " const float4 posB1,\n" - " const float4 ornB,\n" - " const float4 DeltaC2,\n" - " __global const float4* verticesA, \n" - " __global const float4* uniqueEdgesA, \n" - " __global const btGpuFace* facesA,\n" - " __global const int* indicesA,\n" - " const float4* verticesB,\n" - " const float4* uniqueEdgesB, \n" - " const btGpuFace* facesB,\n" - " const int* indicesB,\n" - " float4* sep,\n" - " float* dmin)\n" - "{\n" - " float4 posA = posA1;\n" - " posA.w = 0.f;\n" - " float4 posB = posB1;\n" - " posB.w = 0.f;\n" - " int curPlaneTests=0;\n" - " {\n" - " int numFacesA = hullA->m_numFaces;\n" - " // Test normals from hullA\n" - " for(int i=0;i<numFacesA;i++)\n" - " {\n" - " const float4 normal = facesA[hullA->m_faceOffset+i].m_plane;\n" - " float4 faceANormalWS = qtRotate(ornA,normal);\n" - " if (dot3F4(DeltaC2,faceANormalWS)<0)\n" - " faceANormalWS *= -1.f;\n" - " curPlaneTests++;\n" - " float d;\n" - " if(!TestSepAxisLocalA( hullB, hullA, posB,ornB,posA,ornA, &faceANormalWS, verticesB,verticesA, &d))\n" - " return false;\n" - " if(d<*dmin)\n" - " {\n" - " *dmin = d;\n" - " *sep = faceANormalWS;\n" - " }\n" - " }\n" - " }\n" - " if((dot3F4(-DeltaC2,*sep))>0.0f)\n" - " {\n" - " *sep = -(*sep);\n" - " }\n" - " return true;\n" - "}\n" - "bool findSeparatingAxisEdgeEdgeLocalA( const ConvexPolyhedronCL* hullA, __global const ConvexPolyhedronCL* hullB, \n" - " const float4 posA1,\n" - " const float4 ornA,\n" - " const float4 posB1,\n" - " const float4 ornB,\n" - " const float4 DeltaC2,\n" - " const float4* verticesA, \n" - " const float4* uniqueEdgesA, \n" - " const btGpuFace* facesA,\n" - " const int* indicesA,\n" - " __global const float4* verticesB, \n" - " __global const float4* uniqueEdgesB, \n" - " __global const btGpuFace* facesB,\n" - " __global const int* indicesB,\n" - " float4* sep,\n" - " float* dmin)\n" - "{\n" - " float4 posA = posA1;\n" - " posA.w = 0.f;\n" - " float4 posB = posB1;\n" - " posB.w = 0.f;\n" - " int curPlaneTests=0;\n" - " int curEdgeEdge = 0;\n" - " // Test edges\n" - " for(int e0=0;e0<hullA->m_numUniqueEdges;e0++)\n" - " {\n" - " const float4 edge0 = uniqueEdgesA[hullA->m_uniqueEdgesOffset+e0];\n" - " float4 edge0World = qtRotate(ornA,edge0);\n" - " for(int e1=0;e1<hullB->m_numUniqueEdges;e1++)\n" - " {\n" - " const float4 edge1 = uniqueEdgesB[hullB->m_uniqueEdgesOffset+e1];\n" - " float4 edge1World = qtRotate(ornB,edge1);\n" - " float4 crossje = cross3(edge0World,edge1World);\n" - " curEdgeEdge++;\n" - " if(!IsAlmostZero(crossje))\n" - " {\n" - " crossje = normalize3(crossje);\n" - " if (dot3F4(DeltaC2,crossje)<0)\n" - " crossje *= -1.f;\n" - " float dist;\n" - " bool result = true;\n" - " {\n" - " float Min0,Max0;\n" - " float Min1,Max1;\n" - " projectLocal(hullA,posA,ornA,&crossje,verticesA, &Min0, &Max0);\n" - " project(hullB,posB,ornB,&crossje,verticesB, &Min1, &Max1);\n" - " \n" - " if(Max0<Min1 || Max1<Min0)\n" - " result = false;\n" - " \n" - " float d0 = Max0 - Min1;\n" - " float d1 = Max1 - Min0;\n" - " dist = d0<d1 ? d0:d1;\n" - " result = true;\n" - " }\n" - " \n" - " if(dist<*dmin)\n" - " {\n" - " *dmin = dist;\n" - " *sep = crossje;\n" - " }\n" - " }\n" - " }\n" - " }\n" - " \n" - " if((dot3F4(-DeltaC2,*sep))>0.0f)\n" - " {\n" - " *sep = -(*sep);\n" - " }\n" - " return true;\n" - "}\n" - "inline int findClippingFaces(const float4 separatingNormal,\n" - " const ConvexPolyhedronCL* hullA, \n" - " __global const ConvexPolyhedronCL* hullB,\n" - " const float4 posA, const Quaternion ornA,const float4 posB, const Quaternion ornB,\n" - " __global float4* worldVertsA1,\n" - " __global float4* worldNormalsA1,\n" - " __global float4* worldVertsB1,\n" - " int capacityWorldVerts,\n" - " const float minDist, float maxDist,\n" - " const float4* verticesA,\n" - " const btGpuFace* facesA,\n" - " const int* indicesA,\n" - " __global const float4* verticesB,\n" - " __global const btGpuFace* facesB,\n" - " __global const int* indicesB,\n" - " __global int4* clippingFaces, int pairIndex)\n" - "{\n" - " int numContactsOut = 0;\n" - " int numWorldVertsB1= 0;\n" - " \n" - " \n" - " int closestFaceB=0;\n" - " float dmax = -FLT_MAX;\n" - " \n" - " {\n" - " for(int face=0;face<hullB->m_numFaces;face++)\n" - " {\n" - " const float4 Normal = make_float4(facesB[hullB->m_faceOffset+face].m_plane.x,\n" - " facesB[hullB->m_faceOffset+face].m_plane.y, facesB[hullB->m_faceOffset+face].m_plane.z,0.f);\n" - " const float4 WorldNormal = qtRotate(ornB, Normal);\n" - " float d = dot3F4(WorldNormal,separatingNormal);\n" - " if (d > dmax)\n" - " {\n" - " dmax = d;\n" - " closestFaceB = face;\n" - " }\n" - " }\n" - " }\n" - " \n" - " {\n" - " const btGpuFace polyB = facesB[hullB->m_faceOffset+closestFaceB];\n" - " int numVertices = polyB.m_numIndices;\n" - " if (numVertices>capacityWorldVerts)\n" - " numVertices = capacityWorldVerts;\n" - " if (numVertices<0)\n" - " numVertices = 0;\n" - " \n" - " for(int e0=0;e0<numVertices;e0++)\n" - " {\n" - " if (e0<capacityWorldVerts)\n" - " {\n" - " const float4 b = verticesB[hullB->m_vertexOffset+indicesB[polyB.m_indexOffset+e0]];\n" - " worldVertsB1[pairIndex*capacityWorldVerts+numWorldVertsB1++] = transform(&b,&posB,&ornB);\n" - " }\n" - " }\n" - " }\n" - " \n" - " int closestFaceA=0;\n" - " {\n" - " float dmin = FLT_MAX;\n" - " for(int face=0;face<hullA->m_numFaces;face++)\n" - " {\n" - " const float4 Normal = make_float4(\n" - " facesA[hullA->m_faceOffset+face].m_plane.x,\n" - " facesA[hullA->m_faceOffset+face].m_plane.y,\n" - " facesA[hullA->m_faceOffset+face].m_plane.z,\n" - " 0.f);\n" - " const float4 faceANormalWS = qtRotate(ornA,Normal);\n" - " \n" - " float d = dot3F4(faceANormalWS,separatingNormal);\n" - " if (d < dmin)\n" - " {\n" - " dmin = d;\n" - " closestFaceA = face;\n" - " worldNormalsA1[pairIndex] = faceANormalWS;\n" - " }\n" - " }\n" - " }\n" - " \n" - " int numVerticesA = facesA[hullA->m_faceOffset+closestFaceA].m_numIndices;\n" - " if (numVerticesA>capacityWorldVerts)\n" - " numVerticesA = capacityWorldVerts;\n" - " if (numVerticesA<0)\n" - " numVerticesA=0;\n" - " \n" - " for(int e0=0;e0<numVerticesA;e0++)\n" - " {\n" - " if (e0<capacityWorldVerts)\n" - " {\n" - " const float4 a = verticesA[hullA->m_vertexOffset+indicesA[facesA[hullA->m_faceOffset+closestFaceA].m_indexOffset+e0]];\n" - " worldVertsA1[pairIndex*capacityWorldVerts+e0] = transform(&a, &posA,&ornA);\n" - " }\n" - " }\n" - " \n" - " clippingFaces[pairIndex].x = closestFaceA;\n" - " clippingFaces[pairIndex].y = closestFaceB;\n" - " clippingFaces[pairIndex].z = numVerticesA;\n" - " clippingFaces[pairIndex].w = numWorldVertsB1;\n" - " \n" - " \n" - " return numContactsOut;\n" - "}\n" - "// work-in-progress\n" - "__kernel void findConcaveSeparatingAxisVertexFaceKernel( __global int4* concavePairs,\n" - " __global const BodyData* rigidBodies,\n" - " __global const btCollidableGpu* collidables,\n" - " __global const ConvexPolyhedronCL* convexShapes,\n" - " __global const float4* vertices,\n" - " __global const float4* uniqueEdges,\n" - " __global const btGpuFace* faces,\n" - " __global const int* indices,\n" - " __global const btGpuChildShape* gpuChildShapes,\n" - " __global btAabbCL* aabbs,\n" - " __global float4* concaveSeparatingNormalsOut,\n" - " __global int* concaveHasSeparatingNormals,\n" - " __global int4* clippingFacesOut,\n" - " __global float4* worldVertsA1GPU,\n" - " __global float4* worldNormalsAGPU,\n" - " __global float4* worldVertsB1GPU,\n" - " __global float* dmins,\n" - " int vertexFaceCapacity,\n" - " int numConcavePairs\n" - " )\n" - "{\n" - " \n" - " int i = get_global_id(0);\n" - " if (i>=numConcavePairs)\n" - " return;\n" - " \n" - " concaveHasSeparatingNormals[i] = 0;\n" - " \n" - " int pairIdx = i;\n" - " \n" - " int bodyIndexA = concavePairs[i].x;\n" - " int bodyIndexB = concavePairs[i].y;\n" - " \n" - " int collidableIndexA = rigidBodies[bodyIndexA].m_collidableIdx;\n" - " int collidableIndexB = rigidBodies[bodyIndexB].m_collidableIdx;\n" - " \n" - " int shapeIndexA = collidables[collidableIndexA].m_shapeIndex;\n" - " int shapeIndexB = collidables[collidableIndexB].m_shapeIndex;\n" - " \n" - " if (collidables[collidableIndexB].m_shapeType!=SHAPE_CONVEX_HULL&&\n" - " collidables[collidableIndexB].m_shapeType!=SHAPE_COMPOUND_OF_CONVEX_HULLS)\n" - " {\n" - " concavePairs[pairIdx].w = -1;\n" - " return;\n" - " }\n" - " \n" - " \n" - " \n" - " int numFacesA = convexShapes[shapeIndexA].m_numFaces;\n" - " int numActualConcaveConvexTests = 0;\n" - " \n" - " int f = concavePairs[i].z;\n" - " \n" - " bool overlap = false;\n" - " \n" - " ConvexPolyhedronCL convexPolyhedronA;\n" - " \n" - " //add 3 vertices of the triangle\n" - " convexPolyhedronA.m_numVertices = 3;\n" - " convexPolyhedronA.m_vertexOffset = 0;\n" - " float4 localCenter = make_float4(0.f,0.f,0.f,0.f);\n" - " \n" - " btGpuFace face = faces[convexShapes[shapeIndexA].m_faceOffset+f];\n" - " float4 triMinAabb, triMaxAabb;\n" - " btAabbCL triAabb;\n" - " triAabb.m_min = make_float4(1e30f,1e30f,1e30f,0.f);\n" - " triAabb.m_max = make_float4(-1e30f,-1e30f,-1e30f,0.f);\n" - " \n" - " float4 verticesA[3];\n" - " for (int i=0;i<3;i++)\n" - " {\n" - " int index = indices[face.m_indexOffset+i];\n" - " float4 vert = vertices[convexShapes[shapeIndexA].m_vertexOffset+index];\n" - " verticesA[i] = vert;\n" - " localCenter += vert;\n" - " \n" - " triAabb.m_min = min(triAabb.m_min,vert);\n" - " triAabb.m_max = max(triAabb.m_max,vert);\n" - " \n" - " }\n" - " \n" - " overlap = true;\n" - " overlap = (triAabb.m_min.x > aabbs[bodyIndexB].m_max.x || triAabb.m_max.x < aabbs[bodyIndexB].m_min.x) ? false : overlap;\n" - " overlap = (triAabb.m_min.z > aabbs[bodyIndexB].m_max.z || triAabb.m_max.z < aabbs[bodyIndexB].m_min.z) ? false : overlap;\n" - " overlap = (triAabb.m_min.y > aabbs[bodyIndexB].m_max.y || triAabb.m_max.y < aabbs[bodyIndexB].m_min.y) ? false : overlap;\n" - " \n" - " if (overlap)\n" - " {\n" - " float dmin = FLT_MAX;\n" - " int hasSeparatingAxis=5;\n" - " float4 sepAxis=make_float4(1,2,3,4);\n" - " \n" - " int localCC=0;\n" - " numActualConcaveConvexTests++;\n" - " \n" - " //a triangle has 3 unique edges\n" - " convexPolyhedronA.m_numUniqueEdges = 3;\n" - " convexPolyhedronA.m_uniqueEdgesOffset = 0;\n" - " float4 uniqueEdgesA[3];\n" - " \n" - " uniqueEdgesA[0] = (verticesA[1]-verticesA[0]);\n" - " uniqueEdgesA[1] = (verticesA[2]-verticesA[1]);\n" - " uniqueEdgesA[2] = (verticesA[0]-verticesA[2]);\n" - " \n" - " \n" - " convexPolyhedronA.m_faceOffset = 0;\n" - " \n" - " float4 normal = make_float4(face.m_plane.x,face.m_plane.y,face.m_plane.z,0.f);\n" - " \n" - " btGpuFace facesA[TRIANGLE_NUM_CONVEX_FACES];\n" - " int indicesA[3+3+2+2+2];\n" - " int curUsedIndices=0;\n" - " int fidx=0;\n" - " \n" - " //front size of triangle\n" - " {\n" - " facesA[fidx].m_indexOffset=curUsedIndices;\n" - " indicesA[0] = 0;\n" - " indicesA[1] = 1;\n" - " indicesA[2] = 2;\n" - " curUsedIndices+=3;\n" - " float c = face.m_plane.w;\n" - " facesA[fidx].m_plane.x = normal.x;\n" - " facesA[fidx].m_plane.y = normal.y;\n" - " facesA[fidx].m_plane.z = normal.z;\n" - " facesA[fidx].m_plane.w = c;\n" - " facesA[fidx].m_numIndices=3;\n" - " }\n" - " fidx++;\n" - " //back size of triangle\n" - " {\n" - " facesA[fidx].m_indexOffset=curUsedIndices;\n" - " indicesA[3]=2;\n" - " indicesA[4]=1;\n" - " indicesA[5]=0;\n" - " curUsedIndices+=3;\n" - " float c = dot(normal,verticesA[0]);\n" - " float c1 = -face.m_plane.w;\n" - " facesA[fidx].m_plane.x = -normal.x;\n" - " facesA[fidx].m_plane.y = -normal.y;\n" - " facesA[fidx].m_plane.z = -normal.z;\n" - " facesA[fidx].m_plane.w = c;\n" - " facesA[fidx].m_numIndices=3;\n" - " }\n" - " fidx++;\n" - " \n" - " bool addEdgePlanes = true;\n" - " if (addEdgePlanes)\n" - " {\n" - " int numVertices=3;\n" - " int prevVertex = numVertices-1;\n" - " for (int i=0;i<numVertices;i++)\n" - " {\n" - " float4 v0 = verticesA[i];\n" - " float4 v1 = verticesA[prevVertex];\n" - " \n" - " float4 edgeNormal = normalize(cross(normal,v1-v0));\n" - " float c = -dot(edgeNormal,v0);\n" - " \n" - " facesA[fidx].m_numIndices = 2;\n" - " facesA[fidx].m_indexOffset=curUsedIndices;\n" - " indicesA[curUsedIndices++]=i;\n" - " indicesA[curUsedIndices++]=prevVertex;\n" - " \n" - " facesA[fidx].m_plane.x = edgeNormal.x;\n" - " facesA[fidx].m_plane.y = edgeNormal.y;\n" - " facesA[fidx].m_plane.z = edgeNormal.z;\n" - " facesA[fidx].m_plane.w = c;\n" - " fidx++;\n" - " prevVertex = i;\n" - " }\n" - " }\n" - " convexPolyhedronA.m_numFaces = TRIANGLE_NUM_CONVEX_FACES;\n" - " convexPolyhedronA.m_localCenter = localCenter*(1.f/3.f);\n" - " \n" - " \n" - " float4 posA = rigidBodies[bodyIndexA].m_pos;\n" - " posA.w = 0.f;\n" - " float4 posB = rigidBodies[bodyIndexB].m_pos;\n" - " posB.w = 0.f;\n" - " \n" - " float4 ornA = rigidBodies[bodyIndexA].m_quat;\n" - " float4 ornB =rigidBodies[bodyIndexB].m_quat;\n" - " \n" - " \n" - " \n" - " \n" - " ///////////////////\n" - " ///compound shape support\n" - " \n" - " if (collidables[collidableIndexB].m_shapeType==SHAPE_COMPOUND_OF_CONVEX_HULLS)\n" - " {\n" - " int compoundChild = concavePairs[pairIdx].w;\n" - " int childShapeIndexB = compoundChild;//collidables[collidableIndexB].m_shapeIndex+compoundChild;\n" - " int childColIndexB = gpuChildShapes[childShapeIndexB].m_shapeIndex;\n" - " float4 childPosB = gpuChildShapes[childShapeIndexB].m_childPosition;\n" - " float4 childOrnB = gpuChildShapes[childShapeIndexB].m_childOrientation;\n" - " float4 newPosB = transform(&childPosB,&posB,&ornB);\n" - " float4 newOrnB = qtMul(ornB,childOrnB);\n" - " posB = newPosB;\n" - " ornB = newOrnB;\n" - " shapeIndexB = collidables[childColIndexB].m_shapeIndex;\n" - " }\n" - " //////////////////\n" - " \n" - " float4 c0local = convexPolyhedronA.m_localCenter;\n" - " float4 c0 = transform(&c0local, &posA, &ornA);\n" - " float4 c1local = convexShapes[shapeIndexB].m_localCenter;\n" - " float4 c1 = transform(&c1local,&posB,&ornB);\n" - " const float4 DeltaC2 = c0 - c1;\n" - " \n" - " \n" - " bool sepA = findSeparatingAxisLocalA( &convexPolyhedronA, &convexShapes[shapeIndexB],\n" - " posA,ornA,\n" - " posB,ornB,\n" - " DeltaC2,\n" - " verticesA,uniqueEdgesA,facesA,indicesA,\n" - " vertices,uniqueEdges,faces,indices,\n" - " &sepAxis,&dmin);\n" - " hasSeparatingAxis = 4;\n" - " if (!sepA)\n" - " {\n" - " hasSeparatingAxis = 0;\n" - " } else\n" - " {\n" - " bool sepB = findSeparatingAxisLocalB( &convexShapes[shapeIndexB],&convexPolyhedronA,\n" - " posB,ornB,\n" - " posA,ornA,\n" - " DeltaC2,\n" - " vertices,uniqueEdges,faces,indices,\n" - " verticesA,uniqueEdgesA,facesA,indicesA,\n" - " &sepAxis,&dmin);\n" - " \n" - " if (!sepB)\n" - " {\n" - " hasSeparatingAxis = 0;\n" - " } else\n" - " {\n" - " hasSeparatingAxis = 1;\n" - " }\n" - " } \n" - " \n" - " if (hasSeparatingAxis)\n" - " {\n" - " dmins[i] = dmin;\n" - " concaveSeparatingNormalsOut[pairIdx]=sepAxis;\n" - " concaveHasSeparatingNormals[i]=1;\n" - " \n" - " } else\n" - " { \n" - " //mark this pair as in-active\n" - " concavePairs[pairIdx].w = -1;\n" - " }\n" - " }\n" - " else\n" - " { \n" - " //mark this pair as in-active\n" - " concavePairs[pairIdx].w = -1;\n" - " }\n" - "}\n" - "// work-in-progress\n" - "__kernel void findConcaveSeparatingAxisEdgeEdgeKernel( __global int4* concavePairs,\n" - " __global const BodyData* rigidBodies,\n" - " __global const btCollidableGpu* collidables,\n" - " __global const ConvexPolyhedronCL* convexShapes,\n" - " __global const float4* vertices,\n" - " __global const float4* uniqueEdges,\n" - " __global const btGpuFace* faces,\n" - " __global const int* indices,\n" - " __global const btGpuChildShape* gpuChildShapes,\n" - " __global btAabbCL* aabbs,\n" - " __global float4* concaveSeparatingNormalsOut,\n" - " __global int* concaveHasSeparatingNormals,\n" - " __global int4* clippingFacesOut,\n" - " __global float4* worldVertsA1GPU,\n" - " __global float4* worldNormalsAGPU,\n" - " __global float4* worldVertsB1GPU,\n" - " __global float* dmins,\n" - " int vertexFaceCapacity,\n" - " int numConcavePairs\n" - " )\n" - "{\n" - " \n" - " int i = get_global_id(0);\n" - " if (i>=numConcavePairs)\n" - " return;\n" - " \n" - " if (!concaveHasSeparatingNormals[i])\n" - " return;\n" - " \n" - " int pairIdx = i;\n" - " \n" - " int bodyIndexA = concavePairs[i].x;\n" - " int bodyIndexB = concavePairs[i].y;\n" - " \n" - " int collidableIndexA = rigidBodies[bodyIndexA].m_collidableIdx;\n" - " int collidableIndexB = rigidBodies[bodyIndexB].m_collidableIdx;\n" - " \n" - " int shapeIndexA = collidables[collidableIndexA].m_shapeIndex;\n" - " int shapeIndexB = collidables[collidableIndexB].m_shapeIndex;\n" - " \n" - " \n" - " int numFacesA = convexShapes[shapeIndexA].m_numFaces;\n" - " int numActualConcaveConvexTests = 0;\n" - " \n" - " int f = concavePairs[i].z;\n" - " \n" - " bool overlap = false;\n" - " \n" - " ConvexPolyhedronCL convexPolyhedronA;\n" - " \n" - " //add 3 vertices of the triangle\n" - " convexPolyhedronA.m_numVertices = 3;\n" - " convexPolyhedronA.m_vertexOffset = 0;\n" - " float4 localCenter = make_float4(0.f,0.f,0.f,0.f);\n" - " \n" - " btGpuFace face = faces[convexShapes[shapeIndexA].m_faceOffset+f];\n" - " float4 triMinAabb, triMaxAabb;\n" - " btAabbCL triAabb;\n" - " triAabb.m_min = make_float4(1e30f,1e30f,1e30f,0.f);\n" - " triAabb.m_max = make_float4(-1e30f,-1e30f,-1e30f,0.f);\n" - " \n" - " float4 verticesA[3];\n" - " for (int i=0;i<3;i++)\n" - " {\n" - " int index = indices[face.m_indexOffset+i];\n" - " float4 vert = vertices[convexShapes[shapeIndexA].m_vertexOffset+index];\n" - " verticesA[i] = vert;\n" - " localCenter += vert;\n" - " \n" - " triAabb.m_min = min(triAabb.m_min,vert);\n" - " triAabb.m_max = max(triAabb.m_max,vert);\n" - " \n" - " }\n" - " \n" - " overlap = true;\n" - " overlap = (triAabb.m_min.x > aabbs[bodyIndexB].m_max.x || triAabb.m_max.x < aabbs[bodyIndexB].m_min.x) ? false : overlap;\n" - " overlap = (triAabb.m_min.z > aabbs[bodyIndexB].m_max.z || triAabb.m_max.z < aabbs[bodyIndexB].m_min.z) ? false : overlap;\n" - " overlap = (triAabb.m_min.y > aabbs[bodyIndexB].m_max.y || triAabb.m_max.y < aabbs[bodyIndexB].m_min.y) ? false : overlap;\n" - " \n" - " if (overlap)\n" - " {\n" - " float dmin = dmins[i];\n" - " int hasSeparatingAxis=5;\n" - " float4 sepAxis=make_float4(1,2,3,4);\n" - " sepAxis = concaveSeparatingNormalsOut[pairIdx];\n" - " \n" - " int localCC=0;\n" - " numActualConcaveConvexTests++;\n" - " \n" - " //a triangle has 3 unique edges\n" - " convexPolyhedronA.m_numUniqueEdges = 3;\n" - " convexPolyhedronA.m_uniqueEdgesOffset = 0;\n" - " float4 uniqueEdgesA[3];\n" - " \n" - " uniqueEdgesA[0] = (verticesA[1]-verticesA[0]);\n" - " uniqueEdgesA[1] = (verticesA[2]-verticesA[1]);\n" - " uniqueEdgesA[2] = (verticesA[0]-verticesA[2]);\n" - " \n" - " \n" - " convexPolyhedronA.m_faceOffset = 0;\n" - " \n" - " float4 normal = make_float4(face.m_plane.x,face.m_plane.y,face.m_plane.z,0.f);\n" - " \n" - " btGpuFace facesA[TRIANGLE_NUM_CONVEX_FACES];\n" - " int indicesA[3+3+2+2+2];\n" - " int curUsedIndices=0;\n" - " int fidx=0;\n" - " \n" - " //front size of triangle\n" - " {\n" - " facesA[fidx].m_indexOffset=curUsedIndices;\n" - " indicesA[0] = 0;\n" - " indicesA[1] = 1;\n" - " indicesA[2] = 2;\n" - " curUsedIndices+=3;\n" - " float c = face.m_plane.w;\n" - " facesA[fidx].m_plane.x = normal.x;\n" - " facesA[fidx].m_plane.y = normal.y;\n" - " facesA[fidx].m_plane.z = normal.z;\n" - " facesA[fidx].m_plane.w = c;\n" - " facesA[fidx].m_numIndices=3;\n" - " }\n" - " fidx++;\n" - " //back size of triangle\n" - " {\n" - " facesA[fidx].m_indexOffset=curUsedIndices;\n" - " indicesA[3]=2;\n" - " indicesA[4]=1;\n" - " indicesA[5]=0;\n" - " curUsedIndices+=3;\n" - " float c = dot(normal,verticesA[0]);\n" - " float c1 = -face.m_plane.w;\n" - " facesA[fidx].m_plane.x = -normal.x;\n" - " facesA[fidx].m_plane.y = -normal.y;\n" - " facesA[fidx].m_plane.z = -normal.z;\n" - " facesA[fidx].m_plane.w = c;\n" - " facesA[fidx].m_numIndices=3;\n" - " }\n" - " fidx++;\n" - " \n" - " bool addEdgePlanes = true;\n" - " if (addEdgePlanes)\n" - " {\n" - " int numVertices=3;\n" - " int prevVertex = numVertices-1;\n" - " for (int i=0;i<numVertices;i++)\n" - " {\n" - " float4 v0 = verticesA[i];\n" - " float4 v1 = verticesA[prevVertex];\n" - " \n" - " float4 edgeNormal = normalize(cross(normal,v1-v0));\n" - " float c = -dot(edgeNormal,v0);\n" - " \n" - " facesA[fidx].m_numIndices = 2;\n" - " facesA[fidx].m_indexOffset=curUsedIndices;\n" - " indicesA[curUsedIndices++]=i;\n" - " indicesA[curUsedIndices++]=prevVertex;\n" - " \n" - " facesA[fidx].m_plane.x = edgeNormal.x;\n" - " facesA[fidx].m_plane.y = edgeNormal.y;\n" - " facesA[fidx].m_plane.z = edgeNormal.z;\n" - " facesA[fidx].m_plane.w = c;\n" - " fidx++;\n" - " prevVertex = i;\n" - " }\n" - " }\n" - " convexPolyhedronA.m_numFaces = TRIANGLE_NUM_CONVEX_FACES;\n" - " convexPolyhedronA.m_localCenter = localCenter*(1.f/3.f);\n" - " \n" - " \n" - " float4 posA = rigidBodies[bodyIndexA].m_pos;\n" - " posA.w = 0.f;\n" - " float4 posB = rigidBodies[bodyIndexB].m_pos;\n" - " posB.w = 0.f;\n" - " \n" - " float4 ornA = rigidBodies[bodyIndexA].m_quat;\n" - " float4 ornB =rigidBodies[bodyIndexB].m_quat;\n" - " \n" - " \n" - " \n" - " \n" - " ///////////////////\n" - " ///compound shape support\n" - " \n" - " if (collidables[collidableIndexB].m_shapeType==SHAPE_COMPOUND_OF_CONVEX_HULLS)\n" - " {\n" - " int compoundChild = concavePairs[pairIdx].w;\n" - " int childShapeIndexB = compoundChild;//collidables[collidableIndexB].m_shapeIndex+compoundChild;\n" - " int childColIndexB = gpuChildShapes[childShapeIndexB].m_shapeIndex;\n" - " float4 childPosB = gpuChildShapes[childShapeIndexB].m_childPosition;\n" - " float4 childOrnB = gpuChildShapes[childShapeIndexB].m_childOrientation;\n" - " float4 newPosB = transform(&childPosB,&posB,&ornB);\n" - " float4 newOrnB = qtMul(ornB,childOrnB);\n" - " posB = newPosB;\n" - " ornB = newOrnB;\n" - " shapeIndexB = collidables[childColIndexB].m_shapeIndex;\n" - " }\n" - " //////////////////\n" - " \n" - " float4 c0local = convexPolyhedronA.m_localCenter;\n" - " float4 c0 = transform(&c0local, &posA, &ornA);\n" - " float4 c1local = convexShapes[shapeIndexB].m_localCenter;\n" - " float4 c1 = transform(&c1local,&posB,&ornB);\n" - " const float4 DeltaC2 = c0 - c1;\n" - " \n" - " \n" - " {\n" - " bool sepEE = findSeparatingAxisEdgeEdgeLocalA( &convexPolyhedronA, &convexShapes[shapeIndexB],\n" - " posA,ornA,\n" - " posB,ornB,\n" - " DeltaC2,\n" - " verticesA,uniqueEdgesA,facesA,indicesA,\n" - " vertices,uniqueEdges,faces,indices,\n" - " &sepAxis,&dmin);\n" - " \n" - " if (!sepEE)\n" - " {\n" - " hasSeparatingAxis = 0;\n" - " } else\n" - " {\n" - " hasSeparatingAxis = 1;\n" - " }\n" - " }\n" - " \n" - " \n" - " if (hasSeparatingAxis)\n" - " {\n" - " sepAxis.w = dmin;\n" - " dmins[i] = dmin;\n" - " concaveSeparatingNormalsOut[pairIdx]=sepAxis;\n" - " concaveHasSeparatingNormals[i]=1;\n" - " \n" - " float minDist = -1e30f;\n" - " float maxDist = 0.02f;\n" - " \n" - " findClippingFaces(sepAxis,\n" - " &convexPolyhedronA,\n" - " &convexShapes[shapeIndexB],\n" - " posA,ornA,\n" - " posB,ornB,\n" - " worldVertsA1GPU,\n" - " worldNormalsAGPU,\n" - " worldVertsB1GPU,\n" - " vertexFaceCapacity,\n" - " minDist, maxDist,\n" - " verticesA,\n" - " facesA,\n" - " indicesA,\n" - " vertices,\n" - " faces,\n" - " indices,\n" - " clippingFacesOut, pairIdx);\n" - " \n" - " \n" - " } else\n" - " { \n" - " //mark this pair as in-active\n" - " concavePairs[pairIdx].w = -1;\n" - " }\n" - " }\n" - " else\n" - " { \n" - " //mark this pair as in-active\n" - " concavePairs[pairIdx].w = -1;\n" - " }\n" - " \n" - " concavePairs[i].z = -1;//for the next stage, z is used to determine existing contact points\n" - "}\n"; |