diff options
Diffstat (limited to 'thirdparty/bullet/Bullet3OpenCL/Raycast/kernels/rayCastKernels.h')
-rw-r--r-- | thirdparty/bullet/Bullet3OpenCL/Raycast/kernels/rayCastKernels.h | 759 |
1 files changed, 379 insertions, 380 deletions
diff --git a/thirdparty/bullet/Bullet3OpenCL/Raycast/kernels/rayCastKernels.h b/thirdparty/bullet/Bullet3OpenCL/Raycast/kernels/rayCastKernels.h index 6257909a4d..94f6a8eb9f 100644 --- a/thirdparty/bullet/Bullet3OpenCL/Raycast/kernels/rayCastKernels.h +++ b/thirdparty/bullet/Bullet3OpenCL/Raycast/kernels/rayCastKernels.h @@ -1,381 +1,380 @@ //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" -; +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"; |