summaryrefslogtreecommitdiff
path: root/thirdparty/bullet/Bullet3OpenCL/Raycast/kernels/rayCastKernels.h
diff options
context:
space:
mode:
Diffstat (limited to 'thirdparty/bullet/Bullet3OpenCL/Raycast/kernels/rayCastKernels.h')
-rw-r--r--thirdparty/bullet/Bullet3OpenCL/Raycast/kernels/rayCastKernels.h381
1 files changed, 381 insertions, 0 deletions
diff --git a/thirdparty/bullet/Bullet3OpenCL/Raycast/kernels/rayCastKernels.h b/thirdparty/bullet/Bullet3OpenCL/Raycast/kernels/rayCastKernels.h
new file mode 100644
index 0000000000..6257909a4d
--- /dev/null
+++ b/thirdparty/bullet/Bullet3OpenCL/Raycast/kernels/rayCastKernels.h
@@ -0,0 +1,381 @@
+//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
+static const char* rayCastKernelCL= \
+"#define SHAPE_CONVEX_HULL 3\n"
+"#define SHAPE_PLANE 4\n"
+"#define SHAPE_CONCAVE_TRIMESH 5\n"
+"#define SHAPE_COMPOUND_OF_CONVEX_HULLS 6\n"
+"#define SHAPE_SPHERE 7\n"
+"typedef struct\n"
+"{\n"
+" float4 m_from;\n"
+" float4 m_to;\n"
+"} b3RayInfo;\n"
+"typedef struct\n"
+"{\n"
+" float m_hitFraction;\n"
+" int m_hitResult0;\n"
+" int m_hitResult1;\n"
+" int m_hitResult2;\n"
+" float4 m_hitPoint;\n"
+" float4 m_hitNormal;\n"
+"} b3RayHit;\n"
+"typedef struct\n"
+"{\n"
+" float4 m_pos;\n"
+" float4 m_quat;\n"
+" float4 m_linVel;\n"
+" float4 m_angVel;\n"
+" unsigned int m_collidableIdx;\n"
+" float m_invMass;\n"
+" float m_restituitionCoeff;\n"
+" float m_frictionCoeff;\n"
+"} Body;\n"
+"typedef struct Collidable\n"
+"{\n"
+" union {\n"
+" int m_numChildShapes;\n"
+" int m_bvhIndex;\n"
+" };\n"
+" float m_radius;\n"
+" int m_shapeType;\n"
+" int m_shapeIndex;\n"
+"} Collidable;\n"
+"typedef struct \n"
+"{\n"
+" float4 m_localCenter;\n"
+" float4 m_extents;\n"
+" float4 mC;\n"
+" float4 mE;\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"
+" float4 m_plane;\n"
+" int m_indexOffset;\n"
+" int m_numIndices;\n"
+"} b3GpuFace;\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"
+" Quaternion qtInvert(Quaternion q);\n"
+"__inline\n"
+" float dot3F4(float4 a, float4 b)\n"
+"{\n"
+" float4 a1 = (float4)(a.xyz,0.f);\n"
+" float4 b1 = (float4)(b.xyz,0.f);\n"
+" return dot(a1, b1);\n"
+"}\n"
+"__inline\n"
+" Quaternion qtMul(Quaternion a, Quaternion b)\n"
+"{\n"
+" Quaternion ans;\n"
+" ans = cross( 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 fast_normalize(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(q,vcpy);\n"
+" out = qtMul(out,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"
+"void trInverse(float4 translationIn, Quaternion orientationIn,\n"
+" float4* translationOut, Quaternion* orientationOut)\n"
+"{\n"
+" *orientationOut = qtInvert(orientationIn);\n"
+" *translationOut = qtRotate(*orientationOut, -translationIn);\n"
+"}\n"
+"bool rayConvex(float4 rayFromLocal, float4 rayToLocal, int numFaces, int faceOffset,\n"
+" __global const b3GpuFace* faces, float* hitFraction, float4* hitNormal)\n"
+"{\n"
+" rayFromLocal.w = 0.f;\n"
+" rayToLocal.w = 0.f;\n"
+" bool result = true;\n"
+" float exitFraction = hitFraction[0];\n"
+" float enterFraction = -0.3f;\n"
+" float4 curHitNormal = (float4)(0,0,0,0);\n"
+" for (int i=0;i<numFaces && result;i++)\n"
+" {\n"
+" b3GpuFace face = faces[faceOffset+i];\n"
+" float fromPlaneDist = dot(rayFromLocal,face.m_plane)+face.m_plane.w;\n"
+" float toPlaneDist = dot(rayToLocal,face.m_plane)+face.m_plane.w;\n"
+" if (fromPlaneDist<0.f)\n"
+" {\n"
+" if (toPlaneDist >= 0.f)\n"
+" {\n"
+" float fraction = fromPlaneDist / (fromPlaneDist-toPlaneDist);\n"
+" if (exitFraction>fraction)\n"
+" {\n"
+" exitFraction = fraction;\n"
+" }\n"
+" } \n"
+" } else\n"
+" {\n"
+" if (toPlaneDist<0.f)\n"
+" {\n"
+" float fraction = fromPlaneDist / (fromPlaneDist-toPlaneDist);\n"
+" if (enterFraction <= fraction)\n"
+" {\n"
+" enterFraction = fraction;\n"
+" curHitNormal = face.m_plane;\n"
+" curHitNormal.w = 0.f;\n"
+" }\n"
+" } else\n"
+" {\n"
+" result = false;\n"
+" }\n"
+" }\n"
+" if (exitFraction <= enterFraction)\n"
+" result = false;\n"
+" }\n"
+" if (enterFraction < 0.f)\n"
+" {\n"
+" result = false;\n"
+" }\n"
+" if (result)\n"
+" { \n"
+" hitFraction[0] = enterFraction;\n"
+" hitNormal[0] = curHitNormal;\n"
+" }\n"
+" return result;\n"
+"}\n"
+"bool sphere_intersect(float4 spherePos, float radius, float4 rayFrom, float4 rayTo, float* hitFraction)\n"
+"{\n"
+" float4 rs = rayFrom - spherePos;\n"
+" rs.w = 0.f;\n"
+" float4 rayDir = rayTo-rayFrom;\n"
+" rayDir.w = 0.f;\n"
+" float A = dot(rayDir,rayDir);\n"
+" float B = dot(rs, rayDir);\n"
+" float C = dot(rs, rs) - (radius * radius);\n"
+" float D = B * B - A*C;\n"
+" if (D > 0.0f)\n"
+" {\n"
+" float t = (-B - sqrt(D))/A;\n"
+" if ( (t >= 0.0f) && (t < (*hitFraction)) )\n"
+" {\n"
+" *hitFraction = t;\n"
+" return true;\n"
+" }\n"
+" }\n"
+" return false;\n"
+"}\n"
+"float4 setInterpolate3(float4 from, float4 to, float t)\n"
+"{\n"
+" float s = 1.0f - t;\n"
+" float4 result;\n"
+" result = s * from + t * to;\n"
+" result.w = 0.f; \n"
+" return result; \n"
+"}\n"
+"__kernel void rayCastKernel( \n"
+" int numRays, \n"
+" const __global b3RayInfo* rays, \n"
+" __global b3RayHit* hitResults, \n"
+" const int numBodies, \n"
+" __global Body* bodies,\n"
+" __global Collidable* collidables,\n"
+" __global const b3GpuFace* faces,\n"
+" __global const ConvexPolyhedronCL* convexShapes )\n"
+"{\n"
+" int i = get_global_id(0);\n"
+" if (i>=numRays)\n"
+" return;\n"
+" hitResults[i].m_hitFraction = 1.f;\n"
+" float4 rayFrom = rays[i].m_from;\n"
+" float4 rayTo = rays[i].m_to;\n"
+" float hitFraction = 1.f;\n"
+" float4 hitPoint;\n"
+" float4 hitNormal;\n"
+" int hitBodyIndex= -1;\n"
+" int cachedCollidableIndex = -1;\n"
+" Collidable cachedCollidable;\n"
+" for (int b=0;b<numBodies;b++)\n"
+" {\n"
+" if (hitResults[i].m_hitResult2==b)\n"
+" continue;\n"
+" Body body = bodies[b];\n"
+" float4 pos = body.m_pos;\n"
+" float4 orn = body.m_quat;\n"
+" if (cachedCollidableIndex != body.m_collidableIdx)\n"
+" {\n"
+" cachedCollidableIndex = body.m_collidableIdx;\n"
+" cachedCollidable = collidables[cachedCollidableIndex];\n"
+" }\n"
+" if (cachedCollidable.m_shapeType == SHAPE_CONVEX_HULL)\n"
+" {\n"
+" float4 invPos = (float4)(0,0,0,0);\n"
+" float4 invOrn = (float4)(0,0,0,0);\n"
+" float4 rayFromLocal = (float4)(0,0,0,0);\n"
+" float4 rayToLocal = (float4)(0,0,0,0);\n"
+" invOrn = qtInvert(orn);\n"
+" invPos = qtRotate(invOrn, -pos);\n"
+" rayFromLocal = qtRotate( invOrn, rayFrom ) + invPos;\n"
+" rayToLocal = qtRotate( invOrn, rayTo) + invPos;\n"
+" rayFromLocal.w = 0.f;\n"
+" rayToLocal.w = 0.f;\n"
+" int numFaces = convexShapes[cachedCollidable.m_shapeIndex].m_numFaces;\n"
+" int faceOffset = convexShapes[cachedCollidable.m_shapeIndex].m_faceOffset;\n"
+" if (numFaces)\n"
+" {\n"
+" if (rayConvex(rayFromLocal, rayToLocal, numFaces, faceOffset,faces, &hitFraction, &hitNormal))\n"
+" {\n"
+" hitBodyIndex = b;\n"
+" \n"
+" }\n"
+" }\n"
+" }\n"
+" if (cachedCollidable.m_shapeType == SHAPE_SPHERE)\n"
+" {\n"
+" float radius = cachedCollidable.m_radius;\n"
+" \n"
+" if (sphere_intersect(pos, radius, rayFrom, rayTo, &hitFraction))\n"
+" {\n"
+" hitBodyIndex = b;\n"
+" hitNormal = (float4) (hitPoint-bodies[b].m_pos);\n"
+" }\n"
+" }\n"
+" }\n"
+" if (hitBodyIndex>=0)\n"
+" {\n"
+" hitPoint = setInterpolate3(rayFrom, rayTo,hitFraction);\n"
+" hitResults[i].m_hitFraction = hitFraction;\n"
+" hitResults[i].m_hitPoint = hitPoint;\n"
+" hitResults[i].m_hitNormal = normalize(hitNormal);\n"
+" hitResults[i].m_hitResult0 = hitBodyIndex;\n"
+" }\n"
+"}\n"
+"__kernel void findRayRigidPairIndexRanges(__global int2* rayRigidPairs, \n"
+" __global int* out_firstRayRigidPairIndexPerRay,\n"
+" __global int* out_numRayRigidPairsPerRay,\n"
+" int numRayRigidPairs)\n"
+"{\n"
+" int rayRigidPairIndex = get_global_id(0);\n"
+" if (rayRigidPairIndex >= numRayRigidPairs) return;\n"
+" \n"
+" int rayIndex = rayRigidPairs[rayRigidPairIndex].x;\n"
+" \n"
+" atomic_min(&out_firstRayRigidPairIndexPerRay[rayIndex], rayRigidPairIndex);\n"
+" atomic_inc(&out_numRayRigidPairsPerRay[rayIndex]);\n"
+"}\n"
+"__kernel void rayCastPairsKernel(const __global b3RayInfo* rays, \n"
+" __global b3RayHit* hitResults, \n"
+" __global int* firstRayRigidPairIndexPerRay,\n"
+" __global int* numRayRigidPairsPerRay,\n"
+" \n"
+" __global Body* bodies,\n"
+" __global Collidable* collidables,\n"
+" __global const b3GpuFace* faces,\n"
+" __global const ConvexPolyhedronCL* convexShapes,\n"
+" \n"
+" __global int2* rayRigidPairs,\n"
+" int numRays)\n"
+"{\n"
+" int i = get_global_id(0);\n"
+" if (i >= numRays) return;\n"
+" \n"
+" float4 rayFrom = rays[i].m_from;\n"
+" float4 rayTo = rays[i].m_to;\n"
+" \n"
+" hitResults[i].m_hitFraction = 1.f;\n"
+" \n"
+" float hitFraction = 1.f;\n"
+" float4 hitPoint;\n"
+" float4 hitNormal;\n"
+" int hitBodyIndex = -1;\n"
+" \n"
+" //\n"
+" for(int pair = 0; pair < numRayRigidPairsPerRay[i]; ++pair)\n"
+" {\n"
+" int rayRigidPairIndex = pair + firstRayRigidPairIndexPerRay[i];\n"
+" int b = rayRigidPairs[rayRigidPairIndex].y;\n"
+" \n"
+" if (hitResults[i].m_hitResult2 == b) continue;\n"
+" \n"
+" Body body = bodies[b];\n"
+" Collidable rigidCollidable = collidables[body.m_collidableIdx];\n"
+" \n"
+" float4 pos = body.m_pos;\n"
+" float4 orn = body.m_quat;\n"
+" \n"
+" if (rigidCollidable.m_shapeType == SHAPE_CONVEX_HULL)\n"
+" {\n"
+" float4 invPos = (float4)(0,0,0,0);\n"
+" float4 invOrn = (float4)(0,0,0,0);\n"
+" float4 rayFromLocal = (float4)(0,0,0,0);\n"
+" float4 rayToLocal = (float4)(0,0,0,0);\n"
+" invOrn = qtInvert(orn);\n"
+" invPos = qtRotate(invOrn, -pos);\n"
+" rayFromLocal = qtRotate( invOrn, rayFrom ) + invPos;\n"
+" rayToLocal = qtRotate( invOrn, rayTo) + invPos;\n"
+" rayFromLocal.w = 0.f;\n"
+" rayToLocal.w = 0.f;\n"
+" int numFaces = convexShapes[rigidCollidable.m_shapeIndex].m_numFaces;\n"
+" int faceOffset = convexShapes[rigidCollidable.m_shapeIndex].m_faceOffset;\n"
+" \n"
+" if (numFaces && rayConvex(rayFromLocal, rayToLocal, numFaces, faceOffset,faces, &hitFraction, &hitNormal))\n"
+" {\n"
+" hitBodyIndex = b;\n"
+" hitPoint = setInterpolate3(rayFrom, rayTo, hitFraction);\n"
+" }\n"
+" }\n"
+" \n"
+" if (rigidCollidable.m_shapeType == SHAPE_SPHERE)\n"
+" {\n"
+" float radius = rigidCollidable.m_radius;\n"
+" \n"
+" if (sphere_intersect(pos, radius, rayFrom, rayTo, &hitFraction))\n"
+" {\n"
+" hitBodyIndex = b;\n"
+" hitPoint = setInterpolate3(rayFrom, rayTo, hitFraction);\n"
+" hitNormal = (float4) (hitPoint - bodies[b].m_pos);\n"
+" }\n"
+" }\n"
+" }\n"
+" \n"
+" if (hitBodyIndex >= 0)\n"
+" {\n"
+" hitResults[i].m_hitFraction = hitFraction;\n"
+" hitResults[i].m_hitPoint = hitPoint;\n"
+" hitResults[i].m_hitNormal = normalize(hitNormal);\n"
+" hitResults[i].m_hitResult0 = hitBodyIndex;\n"
+" }\n"
+" \n"
+"}\n"
+;