diff options
Diffstat (limited to 'thirdparty/bullet/Bullet3OpenCL/NarrowphaseCollision/kernels/satConcaveKernels.h')
-rw-r--r-- | thirdparty/bullet/Bullet3OpenCL/NarrowphaseCollision/kernels/satConcaveKernels.h | 2911 |
1 files changed, 1455 insertions, 1456 deletions
diff --git a/thirdparty/bullet/Bullet3OpenCL/NarrowphaseCollision/kernels/satConcaveKernels.h b/thirdparty/bullet/Bullet3OpenCL/NarrowphaseCollision/kernels/satConcaveKernels.h index 611569cacf..a60702ca62 100644 --- a/thirdparty/bullet/Bullet3OpenCL/NarrowphaseCollision/kernels/satConcaveKernels.h +++ b/thirdparty/bullet/Bullet3OpenCL/NarrowphaseCollision/kernels/satConcaveKernels.h @@ -1,1457 +1,1456 @@ //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" -; +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"; |