summaryrefslogtreecommitdiff
path: root/thirdparty/bullet/Bullet3OpenCL/RigidBody/kernels/jointSolver.h
diff options
context:
space:
mode:
Diffstat (limited to 'thirdparty/bullet/Bullet3OpenCL/RigidBody/kernels/jointSolver.h')
-rw-r--r--thirdparty/bullet/Bullet3OpenCL/RigidBody/kernels/jointSolver.h1439
1 files changed, 719 insertions, 720 deletions
diff --git a/thirdparty/bullet/Bullet3OpenCL/RigidBody/kernels/jointSolver.h b/thirdparty/bullet/Bullet3OpenCL/RigidBody/kernels/jointSolver.h
index d48ecf6ea6..c94b55851e 100644
--- a/thirdparty/bullet/Bullet3OpenCL/RigidBody/kernels/jointSolver.h
+++ b/thirdparty/bullet/Bullet3OpenCL/RigidBody/kernels/jointSolver.h
@@ -1,721 +1,720 @@
//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
-static const char* solveConstraintRowsCL= \
-"/*\n"
-"Copyright (c) 2013 Advanced Micro Devices, Inc. \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"
-"//Originally written by Erwin Coumans\n"
-"#define B3_CONSTRAINT_FLAG_ENABLED 1\n"
-"#define B3_GPU_POINT2POINT_CONSTRAINT_TYPE 3\n"
-"#define B3_GPU_FIXED_CONSTRAINT_TYPE 4\n"
-"#define MOTIONCLAMP 100000 //unused, for debugging/safety in case constraint solver fails\n"
-"#define B3_INFINITY 1e30f\n"
-"#define mymake_float4 (float4)\n"
-"__inline float dot3F4(float4 a, float4 b)\n"
-"{\n"
-" float4 a1 = mymake_float4(a.xyz,0.f);\n"
-" float4 b1 = mymake_float4(b.xyz,0.f);\n"
-" return dot(a1, b1);\n"
-"}\n"
-"typedef float4 Quaternion;\n"
-"typedef struct\n"
-"{\n"
-" float4 m_row[3];\n"
-"}Matrix3x3;\n"
-"__inline\n"
-"float4 mtMul1(Matrix3x3 a, float4 b);\n"
-"__inline\n"
-"float4 mtMul3(float4 a, Matrix3x3 b);\n"
-"__inline\n"
-"float4 mtMul1(Matrix3x3 a, float4 b)\n"
-"{\n"
-" float4 ans;\n"
-" ans.x = dot3F4( a.m_row[0], b );\n"
-" ans.y = dot3F4( a.m_row[1], b );\n"
-" ans.z = dot3F4( a.m_row[2], b );\n"
-" ans.w = 0.f;\n"
-" return ans;\n"
-"}\n"
-"__inline\n"
-"float4 mtMul3(float4 a, Matrix3x3 b)\n"
-"{\n"
-" float4 colx = mymake_float4(b.m_row[0].x, b.m_row[1].x, b.m_row[2].x, 0);\n"
-" float4 coly = mymake_float4(b.m_row[0].y, b.m_row[1].y, b.m_row[2].y, 0);\n"
-" float4 colz = mymake_float4(b.m_row[0].z, b.m_row[1].z, b.m_row[2].z, 0);\n"
-" float4 ans;\n"
-" ans.x = dot3F4( a, colx );\n"
-" ans.y = dot3F4( a, coly );\n"
-" ans.z = dot3F4( a, colz );\n"
-" return ans;\n"
-"}\n"
-"typedef struct\n"
-"{\n"
-" Matrix3x3 m_invInertiaWorld;\n"
-" Matrix3x3 m_initInvInertia;\n"
-"} BodyInertia;\n"
-"typedef struct\n"
-"{\n"
-" Matrix3x3 m_basis;//orientation\n"
-" float4 m_origin;//transform\n"
-"}b3Transform;\n"
-"typedef struct\n"
-"{\n"
-"// b3Transform m_worldTransformUnused;\n"
-" float4 m_deltaLinearVelocity;\n"
-" float4 m_deltaAngularVelocity;\n"
-" float4 m_angularFactor;\n"
-" float4 m_linearFactor;\n"
-" float4 m_invMass;\n"
-" float4 m_pushVelocity;\n"
-" float4 m_turnVelocity;\n"
-" float4 m_linearVelocity;\n"
-" float4 m_angularVelocity;\n"
-" union \n"
-" {\n"
-" void* m_originalBody;\n"
-" int m_originalBodyIndex;\n"
-" };\n"
-" int padding[3];\n"
-"} b3GpuSolverBody;\n"
-"typedef struct\n"
-"{\n"
-" float4 m_pos;\n"
-" Quaternion m_quat;\n"
-" float4 m_linVel;\n"
-" float4 m_angVel;\n"
-" unsigned int m_shapeIdx;\n"
-" float m_invMass;\n"
-" float m_restituitionCoeff;\n"
-" float m_frictionCoeff;\n"
-"} b3RigidBodyCL;\n"
-"typedef struct\n"
-"{\n"
-" float4 m_relpos1CrossNormal;\n"
-" float4 m_contactNormal;\n"
-" float4 m_relpos2CrossNormal;\n"
-" //float4 m_contactNormal2;//usually m_contactNormal2 == -m_contactNormal\n"
-" float4 m_angularComponentA;\n"
-" float4 m_angularComponentB;\n"
-" \n"
-" float m_appliedPushImpulse;\n"
-" float m_appliedImpulse;\n"
-" int m_padding1;\n"
-" int m_padding2;\n"
-" float m_friction;\n"
-" float m_jacDiagABInv;\n"
-" float m_rhs;\n"
-" float m_cfm;\n"
-" \n"
-" float m_lowerLimit;\n"
-" float m_upperLimit;\n"
-" float m_rhsPenetration;\n"
-" int m_originalConstraint;\n"
-" int m_overrideNumSolverIterations;\n"
-" int m_frictionIndex;\n"
-" int m_solverBodyIdA;\n"
-" int m_solverBodyIdB;\n"
-"} b3SolverConstraint;\n"
-"typedef struct \n"
-"{\n"
-" int m_bodyAPtrAndSignBit;\n"
-" int m_bodyBPtrAndSignBit;\n"
-" int m_originalConstraintIndex;\n"
-" int m_batchId;\n"
-"} b3BatchConstraint;\n"
-"typedef struct \n"
-"{\n"
-" int m_constraintType;\n"
-" int m_rbA;\n"
-" int m_rbB;\n"
-" float m_breakingImpulseThreshold;\n"
-" float4 m_pivotInA;\n"
-" float4 m_pivotInB;\n"
-" Quaternion m_relTargetAB;\n"
-" int m_flags;\n"
-" int m_padding[3];\n"
-"} b3GpuGenericConstraint;\n"
-"/*b3Transform getWorldTransform(b3RigidBodyCL* rb)\n"
-"{\n"
-" b3Transform newTrans;\n"
-" newTrans.setOrigin(rb->m_pos);\n"
-" newTrans.setRotation(rb->m_quat);\n"
-" return newTrans;\n"
-"}*/\n"
-"__inline\n"
-"float4 cross3(float4 a, float4 b)\n"
-"{\n"
-" return cross(a,b);\n"
-"}\n"
-"__inline\n"
-"float4 fastNormalize4(float4 v)\n"
-"{\n"
-" v = mymake_float4(v.xyz,0.f);\n"
-" return fast_normalize(v);\n"
-"}\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 void internalApplyImpulse(__global b3GpuSolverBody* body, float4 linearComponent, float4 angularComponent,float impulseMagnitude)\n"
-"{\n"
-" body->m_deltaLinearVelocity += linearComponent*impulseMagnitude*body->m_linearFactor;\n"
-" body->m_deltaAngularVelocity += angularComponent*(impulseMagnitude*body->m_angularFactor);\n"
-"}\n"
-"void resolveSingleConstraintRowGeneric(__global b3GpuSolverBody* body1, __global b3GpuSolverBody* body2, __global b3SolverConstraint* c)\n"
-"{\n"
-" float deltaImpulse = c->m_rhs-c->m_appliedImpulse*c->m_cfm;\n"
-" float deltaVel1Dotn = dot3F4(c->m_contactNormal,body1->m_deltaLinearVelocity) + dot3F4(c->m_relpos1CrossNormal,body1->m_deltaAngularVelocity);\n"
-" float deltaVel2Dotn = -dot3F4(c->m_contactNormal,body2->m_deltaLinearVelocity) + dot3F4(c->m_relpos2CrossNormal,body2->m_deltaAngularVelocity);\n"
-" deltaImpulse -= deltaVel1Dotn*c->m_jacDiagABInv;\n"
-" deltaImpulse -= deltaVel2Dotn*c->m_jacDiagABInv;\n"
-" float sum = c->m_appliedImpulse + deltaImpulse;\n"
-" if (sum < c->m_lowerLimit)\n"
-" {\n"
-" deltaImpulse = c->m_lowerLimit-c->m_appliedImpulse;\n"
-" c->m_appliedImpulse = c->m_lowerLimit;\n"
-" }\n"
-" else if (sum > c->m_upperLimit) \n"
-" {\n"
-" deltaImpulse = c->m_upperLimit-c->m_appliedImpulse;\n"
-" c->m_appliedImpulse = c->m_upperLimit;\n"
-" }\n"
-" else\n"
-" {\n"
-" c->m_appliedImpulse = sum;\n"
-" }\n"
-" internalApplyImpulse(body1,c->m_contactNormal*body1->m_invMass,c->m_angularComponentA,deltaImpulse);\n"
-" internalApplyImpulse(body2,-c->m_contactNormal*body2->m_invMass,c->m_angularComponentB,deltaImpulse);\n"
-"}\n"
-"__kernel void solveJointConstraintRows(__global b3GpuSolverBody* solverBodies,\n"
-" __global b3BatchConstraint* batchConstraints,\n"
-" __global b3SolverConstraint* rows,\n"
-" __global unsigned int* numConstraintRowsInfo1, \n"
-" __global unsigned int* rowOffsets,\n"
-" __global b3GpuGenericConstraint* constraints,\n"
-" int batchOffset,\n"
-" int numConstraintsInBatch\n"
-" )\n"
-"{\n"
-" int b = get_global_id(0);\n"
-" if (b>=numConstraintsInBatch)\n"
-" return;\n"
-" __global b3BatchConstraint* c = &batchConstraints[b+batchOffset];\n"
-" int originalConstraintIndex = c->m_originalConstraintIndex;\n"
-" if (constraints[originalConstraintIndex].m_flags&B3_CONSTRAINT_FLAG_ENABLED)\n"
-" {\n"
-" int numConstraintRows = numConstraintRowsInfo1[originalConstraintIndex];\n"
-" int rowOffset = rowOffsets[originalConstraintIndex];\n"
-" for (int jj=0;jj<numConstraintRows;jj++)\n"
-" {\n"
-" __global b3SolverConstraint* constraint = &rows[rowOffset+jj];\n"
-" resolveSingleConstraintRowGeneric(&solverBodies[constraint->m_solverBodyIdA],&solverBodies[constraint->m_solverBodyIdB],constraint);\n"
-" }\n"
-" }\n"
-"};\n"
-"__kernel void initSolverBodies(__global b3GpuSolverBody* solverBodies,__global b3RigidBodyCL* bodiesCL, int numBodies)\n"
-"{\n"
-" int i = get_global_id(0);\n"
-" if (i>=numBodies)\n"
-" return;\n"
-" __global b3GpuSolverBody* solverBody = &solverBodies[i];\n"
-" __global b3RigidBodyCL* bodyCL = &bodiesCL[i];\n"
-" solverBody->m_deltaLinearVelocity = (float4)(0.f,0.f,0.f,0.f);\n"
-" solverBody->m_deltaAngularVelocity = (float4)(0.f,0.f,0.f,0.f);\n"
-" solverBody->m_pushVelocity = (float4)(0.f,0.f,0.f,0.f);\n"
-" solverBody->m_pushVelocity = (float4)(0.f,0.f,0.f,0.f);\n"
-" solverBody->m_invMass = (float4)(bodyCL->m_invMass,bodyCL->m_invMass,bodyCL->m_invMass,0.f);\n"
-" solverBody->m_originalBodyIndex = i;\n"
-" solverBody->m_angularFactor = (float4)(1,1,1,0);\n"
-" solverBody->m_linearFactor = (float4) (1,1,1,0);\n"
-" solverBody->m_linearVelocity = bodyCL->m_linVel;\n"
-" solverBody->m_angularVelocity = bodyCL->m_angVel;\n"
-"}\n"
-"__kernel void breakViolatedConstraintsKernel(__global b3GpuGenericConstraint* constraints, __global unsigned int* numConstraintRows, __global unsigned int* rowOffsets, __global b3SolverConstraint* rows, int numConstraints)\n"
-"{\n"
-" int cid = get_global_id(0);\n"
-" if (cid>=numConstraints)\n"
-" return;\n"
-" int numRows = numConstraintRows[cid];\n"
-" if (numRows)\n"
-" {\n"
-" for (int i=0;i<numRows;i++)\n"
-" {\n"
-" int rowIndex = rowOffsets[cid]+i;\n"
-" float breakingThreshold = constraints[cid].m_breakingImpulseThreshold;\n"
-" if (fabs(rows[rowIndex].m_appliedImpulse) >= breakingThreshold)\n"
-" {\n"
-" constraints[cid].m_flags =0;//&= ~B3_CONSTRAINT_FLAG_ENABLED;\n"
-" }\n"
-" }\n"
-" }\n"
-"}\n"
-"__kernel void getInfo1Kernel(__global unsigned int* infos, __global b3GpuGenericConstraint* constraints, int numConstraints)\n"
-"{\n"
-" int i = get_global_id(0);\n"
-" if (i>=numConstraints)\n"
-" return;\n"
-" __global b3GpuGenericConstraint* constraint = &constraints[i];\n"
-" switch (constraint->m_constraintType)\n"
-" {\n"
-" case B3_GPU_POINT2POINT_CONSTRAINT_TYPE:\n"
-" {\n"
-" infos[i] = 3;\n"
-" break;\n"
-" }\n"
-" case B3_GPU_FIXED_CONSTRAINT_TYPE:\n"
-" {\n"
-" infos[i] = 6;\n"
-" break;\n"
-" }\n"
-" default:\n"
-" {\n"
-" }\n"
-" }\n"
-"}\n"
-"__kernel void initBatchConstraintsKernel(__global unsigned int* numConstraintRows, __global unsigned int* rowOffsets, \n"
-" __global b3BatchConstraint* batchConstraints, \n"
-" __global b3GpuGenericConstraint* constraints,\n"
-" __global b3RigidBodyCL* bodies,\n"
-" int numConstraints)\n"
-"{\n"
-" int i = get_global_id(0);\n"
-" if (i>=numConstraints)\n"
-" return;\n"
-" int rbA = constraints[i].m_rbA;\n"
-" int rbB = constraints[i].m_rbB;\n"
-" batchConstraints[i].m_bodyAPtrAndSignBit = bodies[rbA].m_invMass != 0.f ? rbA : -rbA;\n"
-" batchConstraints[i].m_bodyBPtrAndSignBit = bodies[rbB].m_invMass != 0.f ? rbB : -rbB;\n"
-" batchConstraints[i].m_batchId = -1;\n"
-" batchConstraints[i].m_originalConstraintIndex = i;\n"
-"}\n"
-"typedef struct\n"
-"{\n"
-" // integrator parameters: frames per second (1/stepsize), default error\n"
-" // reduction parameter (0..1).\n"
-" float fps,erp;\n"
-" // for the first and second body, pointers to two (linear and angular)\n"
-" // n*3 jacobian sub matrices, stored by rows. these matrices will have\n"
-" // been initialized to 0 on entry. if the second body is zero then the\n"
-" // J2xx pointers may be 0.\n"
-" union \n"
-" {\n"
-" __global float4* m_J1linearAxisFloat4;\n"
-" __global float* m_J1linearAxis;\n"
-" };\n"
-" union\n"
-" {\n"
-" __global float4* m_J1angularAxisFloat4;\n"
-" __global float* m_J1angularAxis;\n"
-" };\n"
-" union\n"
-" {\n"
-" __global float4* m_J2linearAxisFloat4;\n"
-" __global float* m_J2linearAxis;\n"
-" };\n"
-" union\n"
-" {\n"
-" __global float4* m_J2angularAxisFloat4;\n"
-" __global float* m_J2angularAxis;\n"
-" };\n"
-" // elements to jump from one row to the next in J's\n"
-" int rowskip;\n"
-" // right hand sides of the equation J*v = c + cfm * lambda. cfm is the\n"
-" // \"constraint force mixing\" vector. c is set to zero on entry, cfm is\n"
-" // set to a constant value (typically very small or zero) value on entry.\n"
-" __global float* m_constraintError;\n"
-" __global float* cfm;\n"
-" // lo and hi limits for variables (set to -/+ infinity on entry).\n"
-" __global float* m_lowerLimit;\n"
-" __global float* m_upperLimit;\n"
-" // findex vector for variables. see the LCP solver interface for a\n"
-" // description of what this does. this is set to -1 on entry.\n"
-" // note that the returned indexes are relative to the first index of\n"
-" // the constraint.\n"
-" __global int *findex;\n"
-" // number of solver iterations\n"
-" int m_numIterations;\n"
-" //damping of the velocity\n"
-" float m_damping;\n"
-"} b3GpuConstraintInfo2;\n"
-"void getSkewSymmetricMatrix(float4 vecIn, __global float4* v0,__global float4* v1,__global float4* v2)\n"
-"{\n"
-" *v0 = (float4)(0. ,-vecIn.z ,vecIn.y,0.f);\n"
-" *v1 = (float4)(vecIn.z ,0. ,-vecIn.x,0.f);\n"
-" *v2 = (float4)(-vecIn.y ,vecIn.x ,0.f,0.f);\n"
-"}\n"
-"void getInfo2Point2Point(__global b3GpuGenericConstraint* constraint,b3GpuConstraintInfo2* info,__global b3RigidBodyCL* bodies)\n"
-"{\n"
-" float4 posA = bodies[constraint->m_rbA].m_pos;\n"
-" Quaternion rotA = bodies[constraint->m_rbA].m_quat;\n"
-" float4 posB = bodies[constraint->m_rbB].m_pos;\n"
-" Quaternion rotB = bodies[constraint->m_rbB].m_quat;\n"
-" // anchor points in global coordinates with respect to body PORs.\n"
-" \n"
-" // set jacobian\n"
-" info->m_J1linearAxis[0] = 1;\n"
-" info->m_J1linearAxis[info->rowskip+1] = 1;\n"
-" info->m_J1linearAxis[2*info->rowskip+2] = 1;\n"
-" float4 a1 = qtRotate(rotA,constraint->m_pivotInA);\n"
-" {\n"
-" __global float4* angular0 = (__global float4*)(info->m_J1angularAxis);\n"
-" __global float4* angular1 = (__global float4*)(info->m_J1angularAxis+info->rowskip);\n"
-" __global float4* angular2 = (__global float4*)(info->m_J1angularAxis+2*info->rowskip);\n"
-" float4 a1neg = -a1;\n"
-" getSkewSymmetricMatrix(a1neg,angular0,angular1,angular2);\n"
-" }\n"
-" if (info->m_J2linearAxis)\n"
-" {\n"
-" info->m_J2linearAxis[0] = -1;\n"
-" info->m_J2linearAxis[info->rowskip+1] = -1;\n"
-" info->m_J2linearAxis[2*info->rowskip+2] = -1;\n"
-" }\n"
-" \n"
-" float4 a2 = qtRotate(rotB,constraint->m_pivotInB);\n"
-" \n"
-" {\n"
-" // float4 a2n = -a2;\n"
-" __global float4* angular0 = (__global float4*)(info->m_J2angularAxis);\n"
-" __global float4* angular1 = (__global float4*)(info->m_J2angularAxis+info->rowskip);\n"
-" __global float4* angular2 = (__global float4*)(info->m_J2angularAxis+2*info->rowskip);\n"
-" getSkewSymmetricMatrix(a2,angular0,angular1,angular2);\n"
-" }\n"
-" \n"
-" // set right hand side\n"
-"// float currERP = (m_flags & B3_P2P_FLAGS_ERP) ? m_erp : info->erp;\n"
-" float currERP = info->erp;\n"
-" float k = info->fps * currERP;\n"
-" int j;\n"
-" float4 result = a2 + posB - a1 - posA;\n"
-" float* resultPtr = &result;\n"
-" for (j=0; j<3; j++)\n"
-" {\n"
-" info->m_constraintError[j*info->rowskip] = k * (resultPtr[j]);\n"
-" }\n"
-"}\n"
-"Quaternion nearest( Quaternion first, Quaternion qd)\n"
-"{\n"
-" Quaternion diff,sum;\n"
-" diff = first- qd;\n"
-" sum = first + qd;\n"
-" \n"
-" if( dot(diff,diff) < dot(sum,sum) )\n"
-" return qd;\n"
-" return (-qd);\n"
-"}\n"
-"float b3Acos(float x) \n"
-"{ \n"
-" if (x<-1) \n"
-" x=-1; \n"
-" if (x>1) \n"
-" x=1;\n"
-" return acos(x); \n"
-"}\n"
-"float getAngle(Quaternion orn)\n"
-"{\n"
-" if (orn.w>=1.f)\n"
-" orn.w=1.f;\n"
-" float s = 2.f * b3Acos(orn.w);\n"
-" return s;\n"
-"}\n"
-"void calculateDiffAxisAngleQuaternion( Quaternion orn0,Quaternion orn1a,float4* axis,float* angle)\n"
-"{\n"
-" Quaternion orn1 = nearest(orn0,orn1a);\n"
-" \n"
-" Quaternion dorn = qtMul(orn1,qtInvert(orn0));\n"
-" *angle = getAngle(dorn);\n"
-" *axis = (float4)(dorn.x,dorn.y,dorn.z,0.f);\n"
-" \n"
-" //check for axis length\n"
-" float len = dot3F4(*axis,*axis);\n"
-" if (len < FLT_EPSILON*FLT_EPSILON)\n"
-" *axis = (float4)(1,0,0,0);\n"
-" else\n"
-" *axis /= sqrt(len);\n"
-"}\n"
-"void getInfo2FixedOrientation(__global b3GpuGenericConstraint* constraint,b3GpuConstraintInfo2* info,__global b3RigidBodyCL* bodies, int start_row)\n"
-"{\n"
-" Quaternion worldOrnA = bodies[constraint->m_rbA].m_quat;\n"
-" Quaternion worldOrnB = bodies[constraint->m_rbB].m_quat;\n"
-" int s = info->rowskip;\n"
-" int start_index = start_row * s;\n"
-" // 3 rows to make body rotations equal\n"
-" info->m_J1angularAxis[start_index] = 1;\n"
-" info->m_J1angularAxis[start_index + s + 1] = 1;\n"
-" info->m_J1angularAxis[start_index + s*2+2] = 1;\n"
-" if ( info->m_J2angularAxis)\n"
-" {\n"
-" info->m_J2angularAxis[start_index] = -1;\n"
-" info->m_J2angularAxis[start_index + s+1] = -1;\n"
-" info->m_J2angularAxis[start_index + s*2+2] = -1;\n"
-" }\n"
-" \n"
-" float currERP = info->erp;\n"
-" float k = info->fps * currERP;\n"
-" float4 diff;\n"
-" float angle;\n"
-" float4 qrelCur = qtMul(worldOrnA,qtInvert(worldOrnB));\n"
-" \n"
-" calculateDiffAxisAngleQuaternion(constraint->m_relTargetAB,qrelCur,&diff,&angle);\n"
-" diff*=-angle;\n"
-" \n"
-" float* resultPtr = &diff;\n"
-" \n"
-" for (int j=0; j<3; j++)\n"
-" {\n"
-" info->m_constraintError[(3+j)*info->rowskip] = k * resultPtr[j];\n"
-" }\n"
-" \n"
-"}\n"
-"__kernel void writeBackVelocitiesKernel(__global b3RigidBodyCL* bodies,__global b3GpuSolverBody* solverBodies,int numBodies)\n"
-"{\n"
-" int i = get_global_id(0);\n"
-" if (i>=numBodies)\n"
-" return;\n"
-" if (bodies[i].m_invMass)\n"
-" {\n"
-"// if (length(solverBodies[i].m_deltaLinearVelocity)<MOTIONCLAMP)\n"
-" {\n"
-" bodies[i].m_linVel += solverBodies[i].m_deltaLinearVelocity;\n"
-" }\n"
-"// if (length(solverBodies[i].m_deltaAngularVelocity)<MOTIONCLAMP)\n"
-" {\n"
-" bodies[i].m_angVel += solverBodies[i].m_deltaAngularVelocity;\n"
-" } \n"
-" }\n"
-"}\n"
-"__kernel void getInfo2Kernel(__global b3SolverConstraint* solverConstraintRows, \n"
-" __global unsigned int* infos, \n"
-" __global unsigned int* constraintRowOffsets, \n"
-" __global b3GpuGenericConstraint* constraints, \n"
-" __global b3BatchConstraint* batchConstraints, \n"
-" __global b3RigidBodyCL* bodies,\n"
-" __global BodyInertia* inertias,\n"
-" __global b3GpuSolverBody* solverBodies,\n"
-" float timeStep,\n"
-" float globalErp,\n"
-" float globalCfm,\n"
-" float globalDamping,\n"
-" int globalNumIterations,\n"
-" int numConstraints)\n"
-"{\n"
-" int i = get_global_id(0);\n"
-" if (i>=numConstraints)\n"
-" return;\n"
-" \n"
-" //for now, always initialize the batch info\n"
-" int info1 = infos[i];\n"
-" \n"
-" __global b3SolverConstraint* currentConstraintRow = &solverConstraintRows[constraintRowOffsets[i]];\n"
-" __global b3GpuGenericConstraint* constraint = &constraints[i];\n"
-" __global b3RigidBodyCL* rbA = &bodies[ constraint->m_rbA];\n"
-" __global b3RigidBodyCL* rbB = &bodies[ constraint->m_rbB];\n"
-" int solverBodyIdA = constraint->m_rbA;\n"
-" int solverBodyIdB = constraint->m_rbB;\n"
-" __global b3GpuSolverBody* bodyAPtr = &solverBodies[solverBodyIdA];\n"
-" __global b3GpuSolverBody* bodyBPtr = &solverBodies[solverBodyIdB];\n"
-" if (rbA->m_invMass)\n"
-" {\n"
-" batchConstraints[i].m_bodyAPtrAndSignBit = solverBodyIdA;\n"
-" } else\n"
-" {\n"
-"// if (!solverBodyIdA)\n"
-"// m_staticIdx = 0;\n"
-" batchConstraints[i].m_bodyAPtrAndSignBit = -solverBodyIdA;\n"
-" }\n"
-" if (rbB->m_invMass)\n"
-" {\n"
-" batchConstraints[i].m_bodyBPtrAndSignBit = solverBodyIdB;\n"
-" } else\n"
-" {\n"
-"// if (!solverBodyIdB)\n"
-"// m_staticIdx = 0;\n"
-" batchConstraints[i].m_bodyBPtrAndSignBit = -solverBodyIdB;\n"
-" }\n"
-" if (info1)\n"
-" {\n"
-" int overrideNumSolverIterations = 0;//constraint->getOverrideNumSolverIterations() > 0 ? constraint->getOverrideNumSolverIterations() : infoGlobal.m_numIterations;\n"
-"// if (overrideNumSolverIterations>m_maxOverrideNumSolverIterations)\n"
-" // m_maxOverrideNumSolverIterations = overrideNumSolverIterations;\n"
-" int j;\n"
-" for ( j=0;j<info1;j++)\n"
-" {\n"
-"// memset(&currentConstraintRow[j],0,sizeof(b3SolverConstraint));\n"
-" currentConstraintRow[j].m_angularComponentA = (float4)(0,0,0,0);\n"
-" currentConstraintRow[j].m_angularComponentB = (float4)(0,0,0,0);\n"
-" currentConstraintRow[j].m_appliedImpulse = 0.f;\n"
-" currentConstraintRow[j].m_appliedPushImpulse = 0.f;\n"
-" currentConstraintRow[j].m_cfm = 0.f;\n"
-" currentConstraintRow[j].m_contactNormal = (float4)(0,0,0,0);\n"
-" currentConstraintRow[j].m_friction = 0.f;\n"
-" currentConstraintRow[j].m_frictionIndex = 0;\n"
-" currentConstraintRow[j].m_jacDiagABInv = 0.f;\n"
-" currentConstraintRow[j].m_lowerLimit = 0.f;\n"
-" currentConstraintRow[j].m_upperLimit = 0.f;\n"
-" currentConstraintRow[j].m_originalConstraint = i;\n"
-" currentConstraintRow[j].m_overrideNumSolverIterations = 0;\n"
-" currentConstraintRow[j].m_relpos1CrossNormal = (float4)(0,0,0,0);\n"
-" currentConstraintRow[j].m_relpos2CrossNormal = (float4)(0,0,0,0);\n"
-" currentConstraintRow[j].m_rhs = 0.f;\n"
-" currentConstraintRow[j].m_rhsPenetration = 0.f;\n"
-" currentConstraintRow[j].m_solverBodyIdA = 0;\n"
-" currentConstraintRow[j].m_solverBodyIdB = 0;\n"
-" \n"
-" currentConstraintRow[j].m_lowerLimit = -B3_INFINITY;\n"
-" currentConstraintRow[j].m_upperLimit = B3_INFINITY;\n"
-" currentConstraintRow[j].m_appliedImpulse = 0.f;\n"
-" currentConstraintRow[j].m_appliedPushImpulse = 0.f;\n"
-" currentConstraintRow[j].m_solverBodyIdA = solverBodyIdA;\n"
-" currentConstraintRow[j].m_solverBodyIdB = solverBodyIdB;\n"
-" currentConstraintRow[j].m_overrideNumSolverIterations = overrideNumSolverIterations; \n"
-" }\n"
-" bodyAPtr->m_deltaLinearVelocity = (float4)(0,0,0,0);\n"
-" bodyAPtr->m_deltaAngularVelocity = (float4)(0,0,0,0);\n"
-" bodyAPtr->m_pushVelocity = (float4)(0,0,0,0);\n"
-" bodyAPtr->m_turnVelocity = (float4)(0,0,0,0);\n"
-" bodyBPtr->m_deltaLinearVelocity = (float4)(0,0,0,0);\n"
-" bodyBPtr->m_deltaAngularVelocity = (float4)(0,0,0,0);\n"
-" bodyBPtr->m_pushVelocity = (float4)(0,0,0,0);\n"
-" bodyBPtr->m_turnVelocity = (float4)(0,0,0,0);\n"
-" int rowskip = sizeof(b3SolverConstraint)/sizeof(float);//check this\n"
-" \n"
-" b3GpuConstraintInfo2 info2;\n"
-" info2.fps = 1.f/timeStep;\n"
-" info2.erp = globalErp;\n"
-" info2.m_J1linearAxisFloat4 = &currentConstraintRow->m_contactNormal;\n"
-" info2.m_J1angularAxisFloat4 = &currentConstraintRow->m_relpos1CrossNormal;\n"
-" info2.m_J2linearAxisFloat4 = 0;\n"
-" info2.m_J2angularAxisFloat4 = &currentConstraintRow->m_relpos2CrossNormal;\n"
-" info2.rowskip = sizeof(b3SolverConstraint)/sizeof(float);//check this\n"
-" ///the size of b3SolverConstraint needs be a multiple of float\n"
-"// b3Assert(info2.rowskip*sizeof(float)== sizeof(b3SolverConstraint));\n"
-" info2.m_constraintError = &currentConstraintRow->m_rhs;\n"
-" currentConstraintRow->m_cfm = globalCfm;\n"
-" info2.m_damping = globalDamping;\n"
-" info2.cfm = &currentConstraintRow->m_cfm;\n"
-" info2.m_lowerLimit = &currentConstraintRow->m_lowerLimit;\n"
-" info2.m_upperLimit = &currentConstraintRow->m_upperLimit;\n"
-" info2.m_numIterations = globalNumIterations;\n"
-" switch (constraint->m_constraintType)\n"
-" {\n"
-" case B3_GPU_POINT2POINT_CONSTRAINT_TYPE:\n"
-" {\n"
-" getInfo2Point2Point(constraint,&info2,bodies);\n"
-" break;\n"
-" }\n"
-" case B3_GPU_FIXED_CONSTRAINT_TYPE:\n"
-" {\n"
-" getInfo2Point2Point(constraint,&info2,bodies);\n"
-" getInfo2FixedOrientation(constraint,&info2,bodies,3);\n"
-" break;\n"
-" }\n"
-" default:\n"
-" {\n"
-" }\n"
-" }\n"
-" ///finalize the constraint setup\n"
-" for ( j=0;j<info1;j++)\n"
-" {\n"
-" __global b3SolverConstraint* solverConstraint = &currentConstraintRow[j];\n"
-" if (solverConstraint->m_upperLimit>=constraint->m_breakingImpulseThreshold)\n"
-" {\n"
-" solverConstraint->m_upperLimit = constraint->m_breakingImpulseThreshold;\n"
-" }\n"
-" if (solverConstraint->m_lowerLimit<=-constraint->m_breakingImpulseThreshold)\n"
-" {\n"
-" solverConstraint->m_lowerLimit = -constraint->m_breakingImpulseThreshold;\n"
-" }\n"
-"// solverConstraint->m_originalContactPoint = constraint;\n"
-" \n"
-" Matrix3x3 invInertiaWorldA= inertias[constraint->m_rbA].m_invInertiaWorld;\n"
-" {\n"
-" //float4 angularFactorA(1,1,1);\n"
-" float4 ftorqueAxis1 = solverConstraint->m_relpos1CrossNormal;\n"
-" solverConstraint->m_angularComponentA = mtMul1(invInertiaWorldA,ftorqueAxis1);//*angularFactorA;\n"
-" }\n"
-" \n"
-" Matrix3x3 invInertiaWorldB= inertias[constraint->m_rbB].m_invInertiaWorld;\n"
-" {\n"
-" float4 ftorqueAxis2 = solverConstraint->m_relpos2CrossNormal;\n"
-" solverConstraint->m_angularComponentB = mtMul1(invInertiaWorldB,ftorqueAxis2);//*constraint->m_rbB.getAngularFactor();\n"
-" }\n"
-" {\n"
-" //it is ok to use solverConstraint->m_contactNormal instead of -solverConstraint->m_contactNormal\n"
-" //because it gets multiplied iMJlB\n"
-" float4 iMJlA = solverConstraint->m_contactNormal*rbA->m_invMass;\n"
-" float4 iMJaA = mtMul3(solverConstraint->m_relpos1CrossNormal,invInertiaWorldA);\n"
-" float4 iMJlB = solverConstraint->m_contactNormal*rbB->m_invMass;//sign of normal?\n"
-" float4 iMJaB = mtMul3(solverConstraint->m_relpos2CrossNormal,invInertiaWorldB);\n"
-" float sum = dot3F4(iMJlA,solverConstraint->m_contactNormal);\n"
-" sum += dot3F4(iMJaA,solverConstraint->m_relpos1CrossNormal);\n"
-" sum += dot3F4(iMJlB,solverConstraint->m_contactNormal);\n"
-" sum += dot3F4(iMJaB,solverConstraint->m_relpos2CrossNormal);\n"
-" float fsum = fabs(sum);\n"
-" if (fsum>FLT_EPSILON)\n"
-" {\n"
-" solverConstraint->m_jacDiagABInv = 1.f/sum;\n"
-" } else\n"
-" {\n"
-" solverConstraint->m_jacDiagABInv = 0.f;\n"
-" }\n"
-" }\n"
-" ///fix rhs\n"
-" ///todo: add force/torque accelerators\n"
-" {\n"
-" float rel_vel;\n"
-" float vel1Dotn = dot3F4(solverConstraint->m_contactNormal,rbA->m_linVel) + dot3F4(solverConstraint->m_relpos1CrossNormal,rbA->m_angVel);\n"
-" float vel2Dotn = -dot3F4(solverConstraint->m_contactNormal,rbB->m_linVel) + dot3F4(solverConstraint->m_relpos2CrossNormal,rbB->m_angVel);\n"
-" rel_vel = vel1Dotn+vel2Dotn;\n"
-" float restitution = 0.f;\n"
-" float positionalError = solverConstraint->m_rhs;//already filled in by getConstraintInfo2\n"
-" float velocityError = restitution - rel_vel * info2.m_damping;\n"
-" float penetrationImpulse = positionalError*solverConstraint->m_jacDiagABInv;\n"
-" float velocityImpulse = velocityError *solverConstraint->m_jacDiagABInv;\n"
-" solverConstraint->m_rhs = penetrationImpulse+velocityImpulse;\n"
-" solverConstraint->m_appliedImpulse = 0.f;\n"
-" }\n"
-" }\n"
-" }\n"
-"}\n"
-;
+static const char* solveConstraintRowsCL =
+ "/*\n"
+ "Copyright (c) 2013 Advanced Micro Devices, Inc. \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"
+ "//Originally written by Erwin Coumans\n"
+ "#define B3_CONSTRAINT_FLAG_ENABLED 1\n"
+ "#define B3_GPU_POINT2POINT_CONSTRAINT_TYPE 3\n"
+ "#define B3_GPU_FIXED_CONSTRAINT_TYPE 4\n"
+ "#define MOTIONCLAMP 100000 //unused, for debugging/safety in case constraint solver fails\n"
+ "#define B3_INFINITY 1e30f\n"
+ "#define mymake_float4 (float4)\n"
+ "__inline float dot3F4(float4 a, float4 b)\n"
+ "{\n"
+ " float4 a1 = mymake_float4(a.xyz,0.f);\n"
+ " float4 b1 = mymake_float4(b.xyz,0.f);\n"
+ " return dot(a1, b1);\n"
+ "}\n"
+ "typedef float4 Quaternion;\n"
+ "typedef struct\n"
+ "{\n"
+ " float4 m_row[3];\n"
+ "}Matrix3x3;\n"
+ "__inline\n"
+ "float4 mtMul1(Matrix3x3 a, float4 b);\n"
+ "__inline\n"
+ "float4 mtMul3(float4 a, Matrix3x3 b);\n"
+ "__inline\n"
+ "float4 mtMul1(Matrix3x3 a, float4 b)\n"
+ "{\n"
+ " float4 ans;\n"
+ " ans.x = dot3F4( a.m_row[0], b );\n"
+ " ans.y = dot3F4( a.m_row[1], b );\n"
+ " ans.z = dot3F4( a.m_row[2], b );\n"
+ " ans.w = 0.f;\n"
+ " return ans;\n"
+ "}\n"
+ "__inline\n"
+ "float4 mtMul3(float4 a, Matrix3x3 b)\n"
+ "{\n"
+ " float4 colx = mymake_float4(b.m_row[0].x, b.m_row[1].x, b.m_row[2].x, 0);\n"
+ " float4 coly = mymake_float4(b.m_row[0].y, b.m_row[1].y, b.m_row[2].y, 0);\n"
+ " float4 colz = mymake_float4(b.m_row[0].z, b.m_row[1].z, b.m_row[2].z, 0);\n"
+ " float4 ans;\n"
+ " ans.x = dot3F4( a, colx );\n"
+ " ans.y = dot3F4( a, coly );\n"
+ " ans.z = dot3F4( a, colz );\n"
+ " return ans;\n"
+ "}\n"
+ "typedef struct\n"
+ "{\n"
+ " Matrix3x3 m_invInertiaWorld;\n"
+ " Matrix3x3 m_initInvInertia;\n"
+ "} BodyInertia;\n"
+ "typedef struct\n"
+ "{\n"
+ " Matrix3x3 m_basis;//orientation\n"
+ " float4 m_origin;//transform\n"
+ "}b3Transform;\n"
+ "typedef struct\n"
+ "{\n"
+ "// b3Transform m_worldTransformUnused;\n"
+ " float4 m_deltaLinearVelocity;\n"
+ " float4 m_deltaAngularVelocity;\n"
+ " float4 m_angularFactor;\n"
+ " float4 m_linearFactor;\n"
+ " float4 m_invMass;\n"
+ " float4 m_pushVelocity;\n"
+ " float4 m_turnVelocity;\n"
+ " float4 m_linearVelocity;\n"
+ " float4 m_angularVelocity;\n"
+ " union \n"
+ " {\n"
+ " void* m_originalBody;\n"
+ " int m_originalBodyIndex;\n"
+ " };\n"
+ " int padding[3];\n"
+ "} b3GpuSolverBody;\n"
+ "typedef struct\n"
+ "{\n"
+ " float4 m_pos;\n"
+ " Quaternion m_quat;\n"
+ " float4 m_linVel;\n"
+ " float4 m_angVel;\n"
+ " unsigned int m_shapeIdx;\n"
+ " float m_invMass;\n"
+ " float m_restituitionCoeff;\n"
+ " float m_frictionCoeff;\n"
+ "} b3RigidBodyCL;\n"
+ "typedef struct\n"
+ "{\n"
+ " float4 m_relpos1CrossNormal;\n"
+ " float4 m_contactNormal;\n"
+ " float4 m_relpos2CrossNormal;\n"
+ " //float4 m_contactNormal2;//usually m_contactNormal2 == -m_contactNormal\n"
+ " float4 m_angularComponentA;\n"
+ " float4 m_angularComponentB;\n"
+ " \n"
+ " float m_appliedPushImpulse;\n"
+ " float m_appliedImpulse;\n"
+ " int m_padding1;\n"
+ " int m_padding2;\n"
+ " float m_friction;\n"
+ " float m_jacDiagABInv;\n"
+ " float m_rhs;\n"
+ " float m_cfm;\n"
+ " \n"
+ " float m_lowerLimit;\n"
+ " float m_upperLimit;\n"
+ " float m_rhsPenetration;\n"
+ " int m_originalConstraint;\n"
+ " int m_overrideNumSolverIterations;\n"
+ " int m_frictionIndex;\n"
+ " int m_solverBodyIdA;\n"
+ " int m_solverBodyIdB;\n"
+ "} b3SolverConstraint;\n"
+ "typedef struct \n"
+ "{\n"
+ " int m_bodyAPtrAndSignBit;\n"
+ " int m_bodyBPtrAndSignBit;\n"
+ " int m_originalConstraintIndex;\n"
+ " int m_batchId;\n"
+ "} b3BatchConstraint;\n"
+ "typedef struct \n"
+ "{\n"
+ " int m_constraintType;\n"
+ " int m_rbA;\n"
+ " int m_rbB;\n"
+ " float m_breakingImpulseThreshold;\n"
+ " float4 m_pivotInA;\n"
+ " float4 m_pivotInB;\n"
+ " Quaternion m_relTargetAB;\n"
+ " int m_flags;\n"
+ " int m_padding[3];\n"
+ "} b3GpuGenericConstraint;\n"
+ "/*b3Transform getWorldTransform(b3RigidBodyCL* rb)\n"
+ "{\n"
+ " b3Transform newTrans;\n"
+ " newTrans.setOrigin(rb->m_pos);\n"
+ " newTrans.setRotation(rb->m_quat);\n"
+ " return newTrans;\n"
+ "}*/\n"
+ "__inline\n"
+ "float4 cross3(float4 a, float4 b)\n"
+ "{\n"
+ " return cross(a,b);\n"
+ "}\n"
+ "__inline\n"
+ "float4 fastNormalize4(float4 v)\n"
+ "{\n"
+ " v = mymake_float4(v.xyz,0.f);\n"
+ " return fast_normalize(v);\n"
+ "}\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 void internalApplyImpulse(__global b3GpuSolverBody* body, float4 linearComponent, float4 angularComponent,float impulseMagnitude)\n"
+ "{\n"
+ " body->m_deltaLinearVelocity += linearComponent*impulseMagnitude*body->m_linearFactor;\n"
+ " body->m_deltaAngularVelocity += angularComponent*(impulseMagnitude*body->m_angularFactor);\n"
+ "}\n"
+ "void resolveSingleConstraintRowGeneric(__global b3GpuSolverBody* body1, __global b3GpuSolverBody* body2, __global b3SolverConstraint* c)\n"
+ "{\n"
+ " float deltaImpulse = c->m_rhs-c->m_appliedImpulse*c->m_cfm;\n"
+ " float deltaVel1Dotn = dot3F4(c->m_contactNormal,body1->m_deltaLinearVelocity) + dot3F4(c->m_relpos1CrossNormal,body1->m_deltaAngularVelocity);\n"
+ " float deltaVel2Dotn = -dot3F4(c->m_contactNormal,body2->m_deltaLinearVelocity) + dot3F4(c->m_relpos2CrossNormal,body2->m_deltaAngularVelocity);\n"
+ " deltaImpulse -= deltaVel1Dotn*c->m_jacDiagABInv;\n"
+ " deltaImpulse -= deltaVel2Dotn*c->m_jacDiagABInv;\n"
+ " float sum = c->m_appliedImpulse + deltaImpulse;\n"
+ " if (sum < c->m_lowerLimit)\n"
+ " {\n"
+ " deltaImpulse = c->m_lowerLimit-c->m_appliedImpulse;\n"
+ " c->m_appliedImpulse = c->m_lowerLimit;\n"
+ " }\n"
+ " else if (sum > c->m_upperLimit) \n"
+ " {\n"
+ " deltaImpulse = c->m_upperLimit-c->m_appliedImpulse;\n"
+ " c->m_appliedImpulse = c->m_upperLimit;\n"
+ " }\n"
+ " else\n"
+ " {\n"
+ " c->m_appliedImpulse = sum;\n"
+ " }\n"
+ " internalApplyImpulse(body1,c->m_contactNormal*body1->m_invMass,c->m_angularComponentA,deltaImpulse);\n"
+ " internalApplyImpulse(body2,-c->m_contactNormal*body2->m_invMass,c->m_angularComponentB,deltaImpulse);\n"
+ "}\n"
+ "__kernel void solveJointConstraintRows(__global b3GpuSolverBody* solverBodies,\n"
+ " __global b3BatchConstraint* batchConstraints,\n"
+ " __global b3SolverConstraint* rows,\n"
+ " __global unsigned int* numConstraintRowsInfo1, \n"
+ " __global unsigned int* rowOffsets,\n"
+ " __global b3GpuGenericConstraint* constraints,\n"
+ " int batchOffset,\n"
+ " int numConstraintsInBatch\n"
+ " )\n"
+ "{\n"
+ " int b = get_global_id(0);\n"
+ " if (b>=numConstraintsInBatch)\n"
+ " return;\n"
+ " __global b3BatchConstraint* c = &batchConstraints[b+batchOffset];\n"
+ " int originalConstraintIndex = c->m_originalConstraintIndex;\n"
+ " if (constraints[originalConstraintIndex].m_flags&B3_CONSTRAINT_FLAG_ENABLED)\n"
+ " {\n"
+ " int numConstraintRows = numConstraintRowsInfo1[originalConstraintIndex];\n"
+ " int rowOffset = rowOffsets[originalConstraintIndex];\n"
+ " for (int jj=0;jj<numConstraintRows;jj++)\n"
+ " {\n"
+ " __global b3SolverConstraint* constraint = &rows[rowOffset+jj];\n"
+ " resolveSingleConstraintRowGeneric(&solverBodies[constraint->m_solverBodyIdA],&solverBodies[constraint->m_solverBodyIdB],constraint);\n"
+ " }\n"
+ " }\n"
+ "};\n"
+ "__kernel void initSolverBodies(__global b3GpuSolverBody* solverBodies,__global b3RigidBodyCL* bodiesCL, int numBodies)\n"
+ "{\n"
+ " int i = get_global_id(0);\n"
+ " if (i>=numBodies)\n"
+ " return;\n"
+ " __global b3GpuSolverBody* solverBody = &solverBodies[i];\n"
+ " __global b3RigidBodyCL* bodyCL = &bodiesCL[i];\n"
+ " solverBody->m_deltaLinearVelocity = (float4)(0.f,0.f,0.f,0.f);\n"
+ " solverBody->m_deltaAngularVelocity = (float4)(0.f,0.f,0.f,0.f);\n"
+ " solverBody->m_pushVelocity = (float4)(0.f,0.f,0.f,0.f);\n"
+ " solverBody->m_pushVelocity = (float4)(0.f,0.f,0.f,0.f);\n"
+ " solverBody->m_invMass = (float4)(bodyCL->m_invMass,bodyCL->m_invMass,bodyCL->m_invMass,0.f);\n"
+ " solverBody->m_originalBodyIndex = i;\n"
+ " solverBody->m_angularFactor = (float4)(1,1,1,0);\n"
+ " solverBody->m_linearFactor = (float4) (1,1,1,0);\n"
+ " solverBody->m_linearVelocity = bodyCL->m_linVel;\n"
+ " solverBody->m_angularVelocity = bodyCL->m_angVel;\n"
+ "}\n"
+ "__kernel void breakViolatedConstraintsKernel(__global b3GpuGenericConstraint* constraints, __global unsigned int* numConstraintRows, __global unsigned int* rowOffsets, __global b3SolverConstraint* rows, int numConstraints)\n"
+ "{\n"
+ " int cid = get_global_id(0);\n"
+ " if (cid>=numConstraints)\n"
+ " return;\n"
+ " int numRows = numConstraintRows[cid];\n"
+ " if (numRows)\n"
+ " {\n"
+ " for (int i=0;i<numRows;i++)\n"
+ " {\n"
+ " int rowIndex = rowOffsets[cid]+i;\n"
+ " float breakingThreshold = constraints[cid].m_breakingImpulseThreshold;\n"
+ " if (fabs(rows[rowIndex].m_appliedImpulse) >= breakingThreshold)\n"
+ " {\n"
+ " constraints[cid].m_flags =0;//&= ~B3_CONSTRAINT_FLAG_ENABLED;\n"
+ " }\n"
+ " }\n"
+ " }\n"
+ "}\n"
+ "__kernel void getInfo1Kernel(__global unsigned int* infos, __global b3GpuGenericConstraint* constraints, int numConstraints)\n"
+ "{\n"
+ " int i = get_global_id(0);\n"
+ " if (i>=numConstraints)\n"
+ " return;\n"
+ " __global b3GpuGenericConstraint* constraint = &constraints[i];\n"
+ " switch (constraint->m_constraintType)\n"
+ " {\n"
+ " case B3_GPU_POINT2POINT_CONSTRAINT_TYPE:\n"
+ " {\n"
+ " infos[i] = 3;\n"
+ " break;\n"
+ " }\n"
+ " case B3_GPU_FIXED_CONSTRAINT_TYPE:\n"
+ " {\n"
+ " infos[i] = 6;\n"
+ " break;\n"
+ " }\n"
+ " default:\n"
+ " {\n"
+ " }\n"
+ " }\n"
+ "}\n"
+ "__kernel void initBatchConstraintsKernel(__global unsigned int* numConstraintRows, __global unsigned int* rowOffsets, \n"
+ " __global b3BatchConstraint* batchConstraints, \n"
+ " __global b3GpuGenericConstraint* constraints,\n"
+ " __global b3RigidBodyCL* bodies,\n"
+ " int numConstraints)\n"
+ "{\n"
+ " int i = get_global_id(0);\n"
+ " if (i>=numConstraints)\n"
+ " return;\n"
+ " int rbA = constraints[i].m_rbA;\n"
+ " int rbB = constraints[i].m_rbB;\n"
+ " batchConstraints[i].m_bodyAPtrAndSignBit = bodies[rbA].m_invMass != 0.f ? rbA : -rbA;\n"
+ " batchConstraints[i].m_bodyBPtrAndSignBit = bodies[rbB].m_invMass != 0.f ? rbB : -rbB;\n"
+ " batchConstraints[i].m_batchId = -1;\n"
+ " batchConstraints[i].m_originalConstraintIndex = i;\n"
+ "}\n"
+ "typedef struct\n"
+ "{\n"
+ " // integrator parameters: frames per second (1/stepsize), default error\n"
+ " // reduction parameter (0..1).\n"
+ " float fps,erp;\n"
+ " // for the first and second body, pointers to two (linear and angular)\n"
+ " // n*3 jacobian sub matrices, stored by rows. these matrices will have\n"
+ " // been initialized to 0 on entry. if the second body is zero then the\n"
+ " // J2xx pointers may be 0.\n"
+ " union \n"
+ " {\n"
+ " __global float4* m_J1linearAxisFloat4;\n"
+ " __global float* m_J1linearAxis;\n"
+ " };\n"
+ " union\n"
+ " {\n"
+ " __global float4* m_J1angularAxisFloat4;\n"
+ " __global float* m_J1angularAxis;\n"
+ " };\n"
+ " union\n"
+ " {\n"
+ " __global float4* m_J2linearAxisFloat4;\n"
+ " __global float* m_J2linearAxis;\n"
+ " };\n"
+ " union\n"
+ " {\n"
+ " __global float4* m_J2angularAxisFloat4;\n"
+ " __global float* m_J2angularAxis;\n"
+ " };\n"
+ " // elements to jump from one row to the next in J's\n"
+ " int rowskip;\n"
+ " // right hand sides of the equation J*v = c + cfm * lambda. cfm is the\n"
+ " // \"constraint force mixing\" vector. c is set to zero on entry, cfm is\n"
+ " // set to a constant value (typically very small or zero) value on entry.\n"
+ " __global float* m_constraintError;\n"
+ " __global float* cfm;\n"
+ " // lo and hi limits for variables (set to -/+ infinity on entry).\n"
+ " __global float* m_lowerLimit;\n"
+ " __global float* m_upperLimit;\n"
+ " // findex vector for variables. see the LCP solver interface for a\n"
+ " // description of what this does. this is set to -1 on entry.\n"
+ " // note that the returned indexes are relative to the first index of\n"
+ " // the constraint.\n"
+ " __global int *findex;\n"
+ " // number of solver iterations\n"
+ " int m_numIterations;\n"
+ " //damping of the velocity\n"
+ " float m_damping;\n"
+ "} b3GpuConstraintInfo2;\n"
+ "void getSkewSymmetricMatrix(float4 vecIn, __global float4* v0,__global float4* v1,__global float4* v2)\n"
+ "{\n"
+ " *v0 = (float4)(0. ,-vecIn.z ,vecIn.y,0.f);\n"
+ " *v1 = (float4)(vecIn.z ,0. ,-vecIn.x,0.f);\n"
+ " *v2 = (float4)(-vecIn.y ,vecIn.x ,0.f,0.f);\n"
+ "}\n"
+ "void getInfo2Point2Point(__global b3GpuGenericConstraint* constraint,b3GpuConstraintInfo2* info,__global b3RigidBodyCL* bodies)\n"
+ "{\n"
+ " float4 posA = bodies[constraint->m_rbA].m_pos;\n"
+ " Quaternion rotA = bodies[constraint->m_rbA].m_quat;\n"
+ " float4 posB = bodies[constraint->m_rbB].m_pos;\n"
+ " Quaternion rotB = bodies[constraint->m_rbB].m_quat;\n"
+ " // anchor points in global coordinates with respect to body PORs.\n"
+ " \n"
+ " // set jacobian\n"
+ " info->m_J1linearAxis[0] = 1;\n"
+ " info->m_J1linearAxis[info->rowskip+1] = 1;\n"
+ " info->m_J1linearAxis[2*info->rowskip+2] = 1;\n"
+ " float4 a1 = qtRotate(rotA,constraint->m_pivotInA);\n"
+ " {\n"
+ " __global float4* angular0 = (__global float4*)(info->m_J1angularAxis);\n"
+ " __global float4* angular1 = (__global float4*)(info->m_J1angularAxis+info->rowskip);\n"
+ " __global float4* angular2 = (__global float4*)(info->m_J1angularAxis+2*info->rowskip);\n"
+ " float4 a1neg = -a1;\n"
+ " getSkewSymmetricMatrix(a1neg,angular0,angular1,angular2);\n"
+ " }\n"
+ " if (info->m_J2linearAxis)\n"
+ " {\n"
+ " info->m_J2linearAxis[0] = -1;\n"
+ " info->m_J2linearAxis[info->rowskip+1] = -1;\n"
+ " info->m_J2linearAxis[2*info->rowskip+2] = -1;\n"
+ " }\n"
+ " \n"
+ " float4 a2 = qtRotate(rotB,constraint->m_pivotInB);\n"
+ " \n"
+ " {\n"
+ " // float4 a2n = -a2;\n"
+ " __global float4* angular0 = (__global float4*)(info->m_J2angularAxis);\n"
+ " __global float4* angular1 = (__global float4*)(info->m_J2angularAxis+info->rowskip);\n"
+ " __global float4* angular2 = (__global float4*)(info->m_J2angularAxis+2*info->rowskip);\n"
+ " getSkewSymmetricMatrix(a2,angular0,angular1,angular2);\n"
+ " }\n"
+ " \n"
+ " // set right hand side\n"
+ "// float currERP = (m_flags & B3_P2P_FLAGS_ERP) ? m_erp : info->erp;\n"
+ " float currERP = info->erp;\n"
+ " float k = info->fps * currERP;\n"
+ " int j;\n"
+ " float4 result = a2 + posB - a1 - posA;\n"
+ " float* resultPtr = &result;\n"
+ " for (j=0; j<3; j++)\n"
+ " {\n"
+ " info->m_constraintError[j*info->rowskip] = k * (resultPtr[j]);\n"
+ " }\n"
+ "}\n"
+ "Quaternion nearest( Quaternion first, Quaternion qd)\n"
+ "{\n"
+ " Quaternion diff,sum;\n"
+ " diff = first- qd;\n"
+ " sum = first + qd;\n"
+ " \n"
+ " if( dot(diff,diff) < dot(sum,sum) )\n"
+ " return qd;\n"
+ " return (-qd);\n"
+ "}\n"
+ "float b3Acos(float x) \n"
+ "{ \n"
+ " if (x<-1) \n"
+ " x=-1; \n"
+ " if (x>1) \n"
+ " x=1;\n"
+ " return acos(x); \n"
+ "}\n"
+ "float getAngle(Quaternion orn)\n"
+ "{\n"
+ " if (orn.w>=1.f)\n"
+ " orn.w=1.f;\n"
+ " float s = 2.f * b3Acos(orn.w);\n"
+ " return s;\n"
+ "}\n"
+ "void calculateDiffAxisAngleQuaternion( Quaternion orn0,Quaternion orn1a,float4* axis,float* angle)\n"
+ "{\n"
+ " Quaternion orn1 = nearest(orn0,orn1a);\n"
+ " \n"
+ " Quaternion dorn = qtMul(orn1,qtInvert(orn0));\n"
+ " *angle = getAngle(dorn);\n"
+ " *axis = (float4)(dorn.x,dorn.y,dorn.z,0.f);\n"
+ " \n"
+ " //check for axis length\n"
+ " float len = dot3F4(*axis,*axis);\n"
+ " if (len < FLT_EPSILON*FLT_EPSILON)\n"
+ " *axis = (float4)(1,0,0,0);\n"
+ " else\n"
+ " *axis /= sqrt(len);\n"
+ "}\n"
+ "void getInfo2FixedOrientation(__global b3GpuGenericConstraint* constraint,b3GpuConstraintInfo2* info,__global b3RigidBodyCL* bodies, int start_row)\n"
+ "{\n"
+ " Quaternion worldOrnA = bodies[constraint->m_rbA].m_quat;\n"
+ " Quaternion worldOrnB = bodies[constraint->m_rbB].m_quat;\n"
+ " int s = info->rowskip;\n"
+ " int start_index = start_row * s;\n"
+ " // 3 rows to make body rotations equal\n"
+ " info->m_J1angularAxis[start_index] = 1;\n"
+ " info->m_J1angularAxis[start_index + s + 1] = 1;\n"
+ " info->m_J1angularAxis[start_index + s*2+2] = 1;\n"
+ " if ( info->m_J2angularAxis)\n"
+ " {\n"
+ " info->m_J2angularAxis[start_index] = -1;\n"
+ " info->m_J2angularAxis[start_index + s+1] = -1;\n"
+ " info->m_J2angularAxis[start_index + s*2+2] = -1;\n"
+ " }\n"
+ " \n"
+ " float currERP = info->erp;\n"
+ " float k = info->fps * currERP;\n"
+ " float4 diff;\n"
+ " float angle;\n"
+ " float4 qrelCur = qtMul(worldOrnA,qtInvert(worldOrnB));\n"
+ " \n"
+ " calculateDiffAxisAngleQuaternion(constraint->m_relTargetAB,qrelCur,&diff,&angle);\n"
+ " diff*=-angle;\n"
+ " \n"
+ " float* resultPtr = &diff;\n"
+ " \n"
+ " for (int j=0; j<3; j++)\n"
+ " {\n"
+ " info->m_constraintError[(3+j)*info->rowskip] = k * resultPtr[j];\n"
+ " }\n"
+ " \n"
+ "}\n"
+ "__kernel void writeBackVelocitiesKernel(__global b3RigidBodyCL* bodies,__global b3GpuSolverBody* solverBodies,int numBodies)\n"
+ "{\n"
+ " int i = get_global_id(0);\n"
+ " if (i>=numBodies)\n"
+ " return;\n"
+ " if (bodies[i].m_invMass)\n"
+ " {\n"
+ "// if (length(solverBodies[i].m_deltaLinearVelocity)<MOTIONCLAMP)\n"
+ " {\n"
+ " bodies[i].m_linVel += solverBodies[i].m_deltaLinearVelocity;\n"
+ " }\n"
+ "// if (length(solverBodies[i].m_deltaAngularVelocity)<MOTIONCLAMP)\n"
+ " {\n"
+ " bodies[i].m_angVel += solverBodies[i].m_deltaAngularVelocity;\n"
+ " } \n"
+ " }\n"
+ "}\n"
+ "__kernel void getInfo2Kernel(__global b3SolverConstraint* solverConstraintRows, \n"
+ " __global unsigned int* infos, \n"
+ " __global unsigned int* constraintRowOffsets, \n"
+ " __global b3GpuGenericConstraint* constraints, \n"
+ " __global b3BatchConstraint* batchConstraints, \n"
+ " __global b3RigidBodyCL* bodies,\n"
+ " __global BodyInertia* inertias,\n"
+ " __global b3GpuSolverBody* solverBodies,\n"
+ " float timeStep,\n"
+ " float globalErp,\n"
+ " float globalCfm,\n"
+ " float globalDamping,\n"
+ " int globalNumIterations,\n"
+ " int numConstraints)\n"
+ "{\n"
+ " int i = get_global_id(0);\n"
+ " if (i>=numConstraints)\n"
+ " return;\n"
+ " \n"
+ " //for now, always initialize the batch info\n"
+ " int info1 = infos[i];\n"
+ " \n"
+ " __global b3SolverConstraint* currentConstraintRow = &solverConstraintRows[constraintRowOffsets[i]];\n"
+ " __global b3GpuGenericConstraint* constraint = &constraints[i];\n"
+ " __global b3RigidBodyCL* rbA = &bodies[ constraint->m_rbA];\n"
+ " __global b3RigidBodyCL* rbB = &bodies[ constraint->m_rbB];\n"
+ " int solverBodyIdA = constraint->m_rbA;\n"
+ " int solverBodyIdB = constraint->m_rbB;\n"
+ " __global b3GpuSolverBody* bodyAPtr = &solverBodies[solverBodyIdA];\n"
+ " __global b3GpuSolverBody* bodyBPtr = &solverBodies[solverBodyIdB];\n"
+ " if (rbA->m_invMass)\n"
+ " {\n"
+ " batchConstraints[i].m_bodyAPtrAndSignBit = solverBodyIdA;\n"
+ " } else\n"
+ " {\n"
+ "// if (!solverBodyIdA)\n"
+ "// m_staticIdx = 0;\n"
+ " batchConstraints[i].m_bodyAPtrAndSignBit = -solverBodyIdA;\n"
+ " }\n"
+ " if (rbB->m_invMass)\n"
+ " {\n"
+ " batchConstraints[i].m_bodyBPtrAndSignBit = solverBodyIdB;\n"
+ " } else\n"
+ " {\n"
+ "// if (!solverBodyIdB)\n"
+ "// m_staticIdx = 0;\n"
+ " batchConstraints[i].m_bodyBPtrAndSignBit = -solverBodyIdB;\n"
+ " }\n"
+ " if (info1)\n"
+ " {\n"
+ " int overrideNumSolverIterations = 0;//constraint->getOverrideNumSolverIterations() > 0 ? constraint->getOverrideNumSolverIterations() : infoGlobal.m_numIterations;\n"
+ "// if (overrideNumSolverIterations>m_maxOverrideNumSolverIterations)\n"
+ " // m_maxOverrideNumSolverIterations = overrideNumSolverIterations;\n"
+ " int j;\n"
+ " for ( j=0;j<info1;j++)\n"
+ " {\n"
+ "// memset(&currentConstraintRow[j],0,sizeof(b3SolverConstraint));\n"
+ " currentConstraintRow[j].m_angularComponentA = (float4)(0,0,0,0);\n"
+ " currentConstraintRow[j].m_angularComponentB = (float4)(0,0,0,0);\n"
+ " currentConstraintRow[j].m_appliedImpulse = 0.f;\n"
+ " currentConstraintRow[j].m_appliedPushImpulse = 0.f;\n"
+ " currentConstraintRow[j].m_cfm = 0.f;\n"
+ " currentConstraintRow[j].m_contactNormal = (float4)(0,0,0,0);\n"
+ " currentConstraintRow[j].m_friction = 0.f;\n"
+ " currentConstraintRow[j].m_frictionIndex = 0;\n"
+ " currentConstraintRow[j].m_jacDiagABInv = 0.f;\n"
+ " currentConstraintRow[j].m_lowerLimit = 0.f;\n"
+ " currentConstraintRow[j].m_upperLimit = 0.f;\n"
+ " currentConstraintRow[j].m_originalConstraint = i;\n"
+ " currentConstraintRow[j].m_overrideNumSolverIterations = 0;\n"
+ " currentConstraintRow[j].m_relpos1CrossNormal = (float4)(0,0,0,0);\n"
+ " currentConstraintRow[j].m_relpos2CrossNormal = (float4)(0,0,0,0);\n"
+ " currentConstraintRow[j].m_rhs = 0.f;\n"
+ " currentConstraintRow[j].m_rhsPenetration = 0.f;\n"
+ " currentConstraintRow[j].m_solverBodyIdA = 0;\n"
+ " currentConstraintRow[j].m_solverBodyIdB = 0;\n"
+ " \n"
+ " currentConstraintRow[j].m_lowerLimit = -B3_INFINITY;\n"
+ " currentConstraintRow[j].m_upperLimit = B3_INFINITY;\n"
+ " currentConstraintRow[j].m_appliedImpulse = 0.f;\n"
+ " currentConstraintRow[j].m_appliedPushImpulse = 0.f;\n"
+ " currentConstraintRow[j].m_solverBodyIdA = solverBodyIdA;\n"
+ " currentConstraintRow[j].m_solverBodyIdB = solverBodyIdB;\n"
+ " currentConstraintRow[j].m_overrideNumSolverIterations = overrideNumSolverIterations; \n"
+ " }\n"
+ " bodyAPtr->m_deltaLinearVelocity = (float4)(0,0,0,0);\n"
+ " bodyAPtr->m_deltaAngularVelocity = (float4)(0,0,0,0);\n"
+ " bodyAPtr->m_pushVelocity = (float4)(0,0,0,0);\n"
+ " bodyAPtr->m_turnVelocity = (float4)(0,0,0,0);\n"
+ " bodyBPtr->m_deltaLinearVelocity = (float4)(0,0,0,0);\n"
+ " bodyBPtr->m_deltaAngularVelocity = (float4)(0,0,0,0);\n"
+ " bodyBPtr->m_pushVelocity = (float4)(0,0,0,0);\n"
+ " bodyBPtr->m_turnVelocity = (float4)(0,0,0,0);\n"
+ " int rowskip = sizeof(b3SolverConstraint)/sizeof(float);//check this\n"
+ " \n"
+ " b3GpuConstraintInfo2 info2;\n"
+ " info2.fps = 1.f/timeStep;\n"
+ " info2.erp = globalErp;\n"
+ " info2.m_J1linearAxisFloat4 = &currentConstraintRow->m_contactNormal;\n"
+ " info2.m_J1angularAxisFloat4 = &currentConstraintRow->m_relpos1CrossNormal;\n"
+ " info2.m_J2linearAxisFloat4 = 0;\n"
+ " info2.m_J2angularAxisFloat4 = &currentConstraintRow->m_relpos2CrossNormal;\n"
+ " info2.rowskip = sizeof(b3SolverConstraint)/sizeof(float);//check this\n"
+ " ///the size of b3SolverConstraint needs be a multiple of float\n"
+ "// b3Assert(info2.rowskip*sizeof(float)== sizeof(b3SolverConstraint));\n"
+ " info2.m_constraintError = &currentConstraintRow->m_rhs;\n"
+ " currentConstraintRow->m_cfm = globalCfm;\n"
+ " info2.m_damping = globalDamping;\n"
+ " info2.cfm = &currentConstraintRow->m_cfm;\n"
+ " info2.m_lowerLimit = &currentConstraintRow->m_lowerLimit;\n"
+ " info2.m_upperLimit = &currentConstraintRow->m_upperLimit;\n"
+ " info2.m_numIterations = globalNumIterations;\n"
+ " switch (constraint->m_constraintType)\n"
+ " {\n"
+ " case B3_GPU_POINT2POINT_CONSTRAINT_TYPE:\n"
+ " {\n"
+ " getInfo2Point2Point(constraint,&info2,bodies);\n"
+ " break;\n"
+ " }\n"
+ " case B3_GPU_FIXED_CONSTRAINT_TYPE:\n"
+ " {\n"
+ " getInfo2Point2Point(constraint,&info2,bodies);\n"
+ " getInfo2FixedOrientation(constraint,&info2,bodies,3);\n"
+ " break;\n"
+ " }\n"
+ " default:\n"
+ " {\n"
+ " }\n"
+ " }\n"
+ " ///finalize the constraint setup\n"
+ " for ( j=0;j<info1;j++)\n"
+ " {\n"
+ " __global b3SolverConstraint* solverConstraint = &currentConstraintRow[j];\n"
+ " if (solverConstraint->m_upperLimit>=constraint->m_breakingImpulseThreshold)\n"
+ " {\n"
+ " solverConstraint->m_upperLimit = constraint->m_breakingImpulseThreshold;\n"
+ " }\n"
+ " if (solverConstraint->m_lowerLimit<=-constraint->m_breakingImpulseThreshold)\n"
+ " {\n"
+ " solverConstraint->m_lowerLimit = -constraint->m_breakingImpulseThreshold;\n"
+ " }\n"
+ "// solverConstraint->m_originalContactPoint = constraint;\n"
+ " \n"
+ " Matrix3x3 invInertiaWorldA= inertias[constraint->m_rbA].m_invInertiaWorld;\n"
+ " {\n"
+ " //float4 angularFactorA(1,1,1);\n"
+ " float4 ftorqueAxis1 = solverConstraint->m_relpos1CrossNormal;\n"
+ " solverConstraint->m_angularComponentA = mtMul1(invInertiaWorldA,ftorqueAxis1);//*angularFactorA;\n"
+ " }\n"
+ " \n"
+ " Matrix3x3 invInertiaWorldB= inertias[constraint->m_rbB].m_invInertiaWorld;\n"
+ " {\n"
+ " float4 ftorqueAxis2 = solverConstraint->m_relpos2CrossNormal;\n"
+ " solverConstraint->m_angularComponentB = mtMul1(invInertiaWorldB,ftorqueAxis2);//*constraint->m_rbB.getAngularFactor();\n"
+ " }\n"
+ " {\n"
+ " //it is ok to use solverConstraint->m_contactNormal instead of -solverConstraint->m_contactNormal\n"
+ " //because it gets multiplied iMJlB\n"
+ " float4 iMJlA = solverConstraint->m_contactNormal*rbA->m_invMass;\n"
+ " float4 iMJaA = mtMul3(solverConstraint->m_relpos1CrossNormal,invInertiaWorldA);\n"
+ " float4 iMJlB = solverConstraint->m_contactNormal*rbB->m_invMass;//sign of normal?\n"
+ " float4 iMJaB = mtMul3(solverConstraint->m_relpos2CrossNormal,invInertiaWorldB);\n"
+ " float sum = dot3F4(iMJlA,solverConstraint->m_contactNormal);\n"
+ " sum += dot3F4(iMJaA,solverConstraint->m_relpos1CrossNormal);\n"
+ " sum += dot3F4(iMJlB,solverConstraint->m_contactNormal);\n"
+ " sum += dot3F4(iMJaB,solverConstraint->m_relpos2CrossNormal);\n"
+ " float fsum = fabs(sum);\n"
+ " if (fsum>FLT_EPSILON)\n"
+ " {\n"
+ " solverConstraint->m_jacDiagABInv = 1.f/sum;\n"
+ " } else\n"
+ " {\n"
+ " solverConstraint->m_jacDiagABInv = 0.f;\n"
+ " }\n"
+ " }\n"
+ " ///fix rhs\n"
+ " ///todo: add force/torque accelerators\n"
+ " {\n"
+ " float rel_vel;\n"
+ " float vel1Dotn = dot3F4(solverConstraint->m_contactNormal,rbA->m_linVel) + dot3F4(solverConstraint->m_relpos1CrossNormal,rbA->m_angVel);\n"
+ " float vel2Dotn = -dot3F4(solverConstraint->m_contactNormal,rbB->m_linVel) + dot3F4(solverConstraint->m_relpos2CrossNormal,rbB->m_angVel);\n"
+ " rel_vel = vel1Dotn+vel2Dotn;\n"
+ " float restitution = 0.f;\n"
+ " float positionalError = solverConstraint->m_rhs;//already filled in by getConstraintInfo2\n"
+ " float velocityError = restitution - rel_vel * info2.m_damping;\n"
+ " float penetrationImpulse = positionalError*solverConstraint->m_jacDiagABInv;\n"
+ " float velocityImpulse = velocityError *solverConstraint->m_jacDiagABInv;\n"
+ " solverConstraint->m_rhs = penetrationImpulse+velocityImpulse;\n"
+ " solverConstraint->m_appliedImpulse = 0.f;\n"
+ " }\n"
+ " }\n"
+ " }\n"
+ "}\n";