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-rw-r--r--thirdparty/bullet/Bullet3OpenCL/Raycast/kernels/rayCastKernels.h759
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";