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Diffstat (limited to 'thirdparty/bullet/Bullet3OpenCL/NarrowphaseCollision/kernels/satConcaveKernels.h')
-rw-r--r--thirdparty/bullet/Bullet3OpenCL/NarrowphaseCollision/kernels/satConcaveKernels.h2911
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";