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diff --git a/thirdparty/bullet/Bullet3OpenCL/RigidBody/kernels/solverUtils.h b/thirdparty/bullet/Bullet3OpenCL/RigidBody/kernels/solverUtils.h
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index 0000000000..c0173ad9f4
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+++ b/thirdparty/bullet/Bullet3OpenCL/RigidBody/kernels/solverUtils.h
@@ -0,0 +1,909 @@
+//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
+static const char* solverUtilsCL= \
+"/*\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"
+"#ifndef B3_CONTACT4DATA_H\n"
+"#define B3_CONTACT4DATA_H\n"
+"#ifndef B3_FLOAT4_H\n"
+"#define B3_FLOAT4_H\n"
+"#ifndef B3_PLATFORM_DEFINITIONS_H\n"
+"#define B3_PLATFORM_DEFINITIONS_H\n"
+"struct MyTest\n"
+"{\n"
+" int bla;\n"
+"};\n"
+"#ifdef __cplusplus\n"
+"#else\n"
+"//keep B3_LARGE_FLOAT*B3_LARGE_FLOAT < FLT_MAX\n"
+"#define B3_LARGE_FLOAT 1e18f\n"
+"#define B3_INFINITY 1e18f\n"
+"#define b3Assert(a)\n"
+"#define b3ConstArray(a) __global const a*\n"
+"#define b3AtomicInc atomic_inc\n"
+"#define b3AtomicAdd atomic_add\n"
+"#define b3Fabs fabs\n"
+"#define b3Sqrt native_sqrt\n"
+"#define b3Sin native_sin\n"
+"#define b3Cos native_cos\n"
+"#define B3_STATIC\n"
+"#endif\n"
+"#endif\n"
+"#ifdef __cplusplus\n"
+"#else\n"
+" typedef float4 b3Float4;\n"
+" #define b3Float4ConstArg const b3Float4\n"
+" #define b3MakeFloat4 (float4)\n"
+" float b3Dot3F4(b3Float4ConstArg v0,b3Float4ConstArg v1)\n"
+" {\n"
+" float4 a1 = b3MakeFloat4(v0.xyz,0.f);\n"
+" float4 b1 = b3MakeFloat4(v1.xyz,0.f);\n"
+" return dot(a1, b1);\n"
+" }\n"
+" b3Float4 b3Cross3(b3Float4ConstArg v0,b3Float4ConstArg v1)\n"
+" {\n"
+" float4 a1 = b3MakeFloat4(v0.xyz,0.f);\n"
+" float4 b1 = b3MakeFloat4(v1.xyz,0.f);\n"
+" return cross(a1, b1);\n"
+" }\n"
+" #define b3MinFloat4 min\n"
+" #define b3MaxFloat4 max\n"
+" #define b3Normalized(a) normalize(a)\n"
+"#endif \n"
+" \n"
+"inline bool b3IsAlmostZero(b3Float4ConstArg v)\n"
+"{\n"
+" if(b3Fabs(v.x)>1e-6 || b3Fabs(v.y)>1e-6 || b3Fabs(v.z)>1e-6) \n"
+" return false;\n"
+" return true;\n"
+"}\n"
+"inline int b3MaxDot( b3Float4ConstArg vec, __global const b3Float4* vecArray, int vecLen, float* dotOut )\n"
+"{\n"
+" float maxDot = -B3_INFINITY;\n"
+" int i = 0;\n"
+" int ptIndex = -1;\n"
+" for( i = 0; i < vecLen; i++ )\n"
+" {\n"
+" float dot = b3Dot3F4(vecArray[i],vec);\n"
+" \n"
+" if( dot > maxDot )\n"
+" {\n"
+" maxDot = dot;\n"
+" ptIndex = i;\n"
+" }\n"
+" }\n"
+" b3Assert(ptIndex>=0);\n"
+" if (ptIndex<0)\n"
+" {\n"
+" ptIndex = 0;\n"
+" }\n"
+" *dotOut = maxDot;\n"
+" return ptIndex;\n"
+"}\n"
+"#endif //B3_FLOAT4_H\n"
+"typedef struct b3Contact4Data b3Contact4Data_t;\n"
+"struct b3Contact4Data\n"
+"{\n"
+" b3Float4 m_worldPosB[4];\n"
+"// b3Float4 m_localPosA[4];\n"
+"// b3Float4 m_localPosB[4];\n"
+" b3Float4 m_worldNormalOnB; // w: m_nPoints\n"
+" unsigned short m_restituitionCoeffCmp;\n"
+" unsigned short m_frictionCoeffCmp;\n"
+" int m_batchIdx;\n"
+" int m_bodyAPtrAndSignBit;//x:m_bodyAPtr, y:m_bodyBPtr\n"
+" int m_bodyBPtrAndSignBit;\n"
+" int m_childIndexA;\n"
+" int m_childIndexB;\n"
+" int m_unused1;\n"
+" int m_unused2;\n"
+"};\n"
+"inline int b3Contact4Data_getNumPoints(const struct b3Contact4Data* contact)\n"
+"{\n"
+" return (int)contact->m_worldNormalOnB.w;\n"
+"};\n"
+"inline void b3Contact4Data_setNumPoints(struct b3Contact4Data* contact, int numPoints)\n"
+"{\n"
+" contact->m_worldNormalOnB.w = (float)numPoints;\n"
+"};\n"
+"#endif //B3_CONTACT4DATA_H\n"
+"#pragma OPENCL EXTENSION cl_amd_printf : enable\n"
+"#pragma OPENCL EXTENSION cl_khr_local_int32_base_atomics : enable\n"
+"#pragma OPENCL EXTENSION cl_khr_global_int32_base_atomics : enable\n"
+"#pragma OPENCL EXTENSION cl_khr_local_int32_extended_atomics : enable\n"
+"#pragma OPENCL EXTENSION cl_khr_global_int32_extended_atomics : enable\n"
+"#ifdef cl_ext_atomic_counters_32\n"
+"#pragma OPENCL EXTENSION cl_ext_atomic_counters_32 : enable\n"
+"#else\n"
+"#define counter32_t volatile global int*\n"
+"#endif\n"
+"typedef unsigned int u32;\n"
+"typedef unsigned short u16;\n"
+"typedef unsigned char u8;\n"
+"#define GET_GROUP_IDX get_group_id(0)\n"
+"#define GET_LOCAL_IDX get_local_id(0)\n"
+"#define GET_GLOBAL_IDX get_global_id(0)\n"
+"#define GET_GROUP_SIZE get_local_size(0)\n"
+"#define GET_NUM_GROUPS get_num_groups(0)\n"
+"#define GROUP_LDS_BARRIER barrier(CLK_LOCAL_MEM_FENCE)\n"
+"#define GROUP_MEM_FENCE mem_fence(CLK_LOCAL_MEM_FENCE)\n"
+"#define AtomInc(x) atom_inc(&(x))\n"
+"#define AtomInc1(x, out) out = atom_inc(&(x))\n"
+"#define AppendInc(x, out) out = atomic_inc(x)\n"
+"#define AtomAdd(x, value) atom_add(&(x), value)\n"
+"#define AtomCmpxhg(x, cmp, value) atom_cmpxchg( &(x), cmp, value )\n"
+"#define AtomXhg(x, value) atom_xchg ( &(x), value )\n"
+"#define SELECT_UINT4( b, a, condition ) select( b,a,condition )\n"
+"#define make_float4 (float4)\n"
+"#define make_float2 (float2)\n"
+"#define make_uint4 (uint4)\n"
+"#define make_int4 (int4)\n"
+"#define make_uint2 (uint2)\n"
+"#define make_int2 (int2)\n"
+"#define max2 max\n"
+"#define min2 min\n"
+"///////////////////////////////////////\n"
+"// Vector\n"
+"///////////////////////////////////////\n"
+"__inline\n"
+"float fastDiv(float numerator, float denominator)\n"
+"{\n"
+" return native_divide(numerator, denominator); \n"
+"// return numerator/denominator; \n"
+"}\n"
+"__inline\n"
+"float4 fastDiv4(float4 numerator, float4 denominator)\n"
+"{\n"
+" return native_divide(numerator, denominator); \n"
+"}\n"
+"__inline\n"
+"float fastSqrtf(float f2)\n"
+"{\n"
+" return native_sqrt(f2);\n"
+"// return sqrt(f2);\n"
+"}\n"
+"__inline\n"
+"float fastRSqrt(float f2)\n"
+"{\n"
+" return native_rsqrt(f2);\n"
+"}\n"
+"__inline\n"
+"float fastLength4(float4 v)\n"
+"{\n"
+" return fast_length(v);\n"
+"}\n"
+"__inline\n"
+"float4 fastNormalize4(float4 v)\n"
+"{\n"
+" return fast_normalize(v);\n"
+"}\n"
+"__inline\n"
+"float sqrtf(float a)\n"
+"{\n"
+"// return sqrt(a);\n"
+" return native_sqrt(a);\n"
+"}\n"
+"__inline\n"
+"float4 cross3(float4 a1, float4 b1)\n"
+"{\n"
+" float4 a=make_float4(a1.xyz,0.f);\n"
+" float4 b=make_float4(b1.xyz,0.f);\n"
+" //float4 a=a1;\n"
+" //float4 b=b1;\n"
+" return cross(a,b);\n"
+"}\n"
+"__inline\n"
+"float dot3F4(float4 a, float4 b)\n"
+"{\n"
+" float4 a1 = make_float4(a.xyz,0.f);\n"
+" float4 b1 = make_float4(b.xyz,0.f);\n"
+" return dot(a1, b1);\n"
+"}\n"
+"__inline\n"
+"float length3(const float4 a)\n"
+"{\n"
+" return sqrtf(dot3F4(a,a));\n"
+"}\n"
+"__inline\n"
+"float dot4(const float4 a, const float4 b)\n"
+"{\n"
+" return dot( a, b );\n"
+"}\n"
+"// for height\n"
+"__inline\n"
+"float dot3w1(const float4 point, const float4 eqn)\n"
+"{\n"
+" return dot3F4(point,eqn) + eqn.w;\n"
+"}\n"
+"__inline\n"
+"float4 normalize3(const float4 a)\n"
+"{\n"
+" float4 n = make_float4(a.x, a.y, a.z, 0.f);\n"
+" return fastNormalize4( n );\n"
+"// float length = sqrtf(dot3F4(a, a));\n"
+"// return 1.f/length * a;\n"
+"}\n"
+"__inline\n"
+"float4 normalize4(const float4 a)\n"
+"{\n"
+" float length = sqrtf(dot4(a, a));\n"
+" return 1.f/length * a;\n"
+"}\n"
+"__inline\n"
+"float4 createEquation(const float4 a, const float4 b, const float4 c)\n"
+"{\n"
+" float4 eqn;\n"
+" float4 ab = b-a;\n"
+" float4 ac = c-a;\n"
+" eqn = normalize3( cross3(ab, ac) );\n"
+" eqn.w = -dot3F4(eqn,a);\n"
+" return eqn;\n"
+"}\n"
+"///////////////////////////////////////\n"
+"// Matrix3x3\n"
+"///////////////////////////////////////\n"
+"typedef struct\n"
+"{\n"
+" float4 m_row[3];\n"
+"}Matrix3x3;\n"
+"__inline\n"
+"Matrix3x3 mtZero();\n"
+"__inline\n"
+"Matrix3x3 mtIdentity();\n"
+"__inline\n"
+"Matrix3x3 mtTranspose(Matrix3x3 m);\n"
+"__inline\n"
+"Matrix3x3 mtMul(Matrix3x3 a, Matrix3x3 b);\n"
+"__inline\n"
+"float4 mtMul1(Matrix3x3 a, float4 b);\n"
+"__inline\n"
+"float4 mtMul3(float4 a, Matrix3x3 b);\n"
+"__inline\n"
+"Matrix3x3 mtZero()\n"
+"{\n"
+" Matrix3x3 m;\n"
+" m.m_row[0] = (float4)(0.f);\n"
+" m.m_row[1] = (float4)(0.f);\n"
+" m.m_row[2] = (float4)(0.f);\n"
+" return m;\n"
+"}\n"
+"__inline\n"
+"Matrix3x3 mtIdentity()\n"
+"{\n"
+" Matrix3x3 m;\n"
+" m.m_row[0] = (float4)(1,0,0,0);\n"
+" m.m_row[1] = (float4)(0,1,0,0);\n"
+" m.m_row[2] = (float4)(0,0,1,0);\n"
+" return m;\n"
+"}\n"
+"__inline\n"
+"Matrix3x3 mtTranspose(Matrix3x3 m)\n"
+"{\n"
+" Matrix3x3 out;\n"
+" out.m_row[0] = (float4)(m.m_row[0].x, m.m_row[1].x, m.m_row[2].x, 0.f);\n"
+" out.m_row[1] = (float4)(m.m_row[0].y, m.m_row[1].y, m.m_row[2].y, 0.f);\n"
+" out.m_row[2] = (float4)(m.m_row[0].z, m.m_row[1].z, m.m_row[2].z, 0.f);\n"
+" return out;\n"
+"}\n"
+"__inline\n"
+"Matrix3x3 mtMul(Matrix3x3 a, Matrix3x3 b)\n"
+"{\n"
+" Matrix3x3 transB;\n"
+" transB = mtTranspose( b );\n"
+" Matrix3x3 ans;\n"
+" // why this doesn't run when 0ing in the for{}\n"
+" a.m_row[0].w = 0.f;\n"
+" a.m_row[1].w = 0.f;\n"
+" a.m_row[2].w = 0.f;\n"
+" for(int i=0; i<3; i++)\n"
+" {\n"
+"// a.m_row[i].w = 0.f;\n"
+" ans.m_row[i].x = dot3F4(a.m_row[i],transB.m_row[0]);\n"
+" ans.m_row[i].y = dot3F4(a.m_row[i],transB.m_row[1]);\n"
+" ans.m_row[i].z = dot3F4(a.m_row[i],transB.m_row[2]);\n"
+" ans.m_row[i].w = 0.f;\n"
+" }\n"
+" return ans;\n"
+"}\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 = make_float4(b.m_row[0].x, b.m_row[1].x, b.m_row[2].x, 0);\n"
+" float4 coly = make_float4(b.m_row[0].y, b.m_row[1].y, b.m_row[2].y, 0);\n"
+" float4 colz = make_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"
+"///////////////////////////////////////\n"
+"// Quaternion\n"
+"///////////////////////////////////////\n"
+"typedef float4 Quaternion;\n"
+"__inline\n"
+"Quaternion qtMul(Quaternion a, Quaternion b);\n"
+"__inline\n"
+"Quaternion qtNormalize(Quaternion in);\n"
+"__inline\n"
+"float4 qtRotate(Quaternion q, float4 vec);\n"
+"__inline\n"
+"Quaternion qtInvert(Quaternion q);\n"
+"__inline\n"
+"Quaternion qtMul(Quaternion a, Quaternion b)\n"
+"{\n"
+" Quaternion ans;\n"
+" ans = cross3( a, b );\n"
+" ans += a.w*b+b.w*a;\n"
+"// ans.w = a.w*b.w - (a.x*b.x+a.y*b.y+a.z*b.z);\n"
+" ans.w = a.w*b.w - dot3F4(a, b);\n"
+" return ans;\n"
+"}\n"
+"__inline\n"
+"Quaternion qtNormalize(Quaternion in)\n"
+"{\n"
+" return fastNormalize4(in);\n"
+"// in /= length( in );\n"
+"// return in;\n"
+"}\n"
+"__inline\n"
+"float4 qtRotate(Quaternion q, float4 vec)\n"
+"{\n"
+" Quaternion qInv = qtInvert( q );\n"
+" float4 vcpy = vec;\n"
+" vcpy.w = 0.f;\n"
+" float4 out = qtMul(qtMul(q,vcpy),qInv);\n"
+" return out;\n"
+"}\n"
+"__inline\n"
+"Quaternion qtInvert(Quaternion q)\n"
+"{\n"
+" return (Quaternion)(-q.xyz, q.w);\n"
+"}\n"
+"__inline\n"
+"float4 qtInvRotate(const Quaternion q, float4 vec)\n"
+"{\n"
+" return qtRotate( qtInvert( q ), vec );\n"
+"}\n"
+"#define WG_SIZE 64\n"
+"typedef struct\n"
+"{\n"
+" float4 m_pos;\n"
+" Quaternion m_quat;\n"
+" float4 m_linVel;\n"
+" float4 m_angVel;\n"
+" u32 m_shapeIdx;\n"
+" float m_invMass;\n"
+" float m_restituitionCoeff;\n"
+" float m_frictionCoeff;\n"
+"} Body;\n"
+"typedef struct\n"
+"{\n"
+" Matrix3x3 m_invInertia;\n"
+" Matrix3x3 m_initInvInertia;\n"
+"} Shape;\n"
+"typedef struct\n"
+"{\n"
+" float4 m_linear;\n"
+" float4 m_worldPos[4];\n"
+" float4 m_center; \n"
+" float m_jacCoeffInv[4];\n"
+" float m_b[4];\n"
+" float m_appliedRambdaDt[4];\n"
+" float m_fJacCoeffInv[2]; \n"
+" float m_fAppliedRambdaDt[2]; \n"
+" u32 m_bodyA;\n"
+" u32 m_bodyB;\n"
+" int m_batchIdx;\n"
+" u32 m_paddings;\n"
+"} Constraint4;\n"
+"__kernel void CountBodiesKernel(__global struct b3Contact4Data* manifoldPtr, __global unsigned int* bodyCount, __global int2* contactConstraintOffsets, int numContactManifolds, int fixedBodyIndex)\n"
+"{\n"
+" int i = GET_GLOBAL_IDX;\n"
+" \n"
+" if( i < numContactManifolds)\n"
+" {\n"
+" int pa = manifoldPtr[i].m_bodyAPtrAndSignBit;\n"
+" bool isFixedA = (pa <0) || (pa == fixedBodyIndex);\n"
+" int bodyIndexA = abs(pa);\n"
+" if (!isFixedA)\n"
+" {\n"
+" AtomInc1(bodyCount[bodyIndexA],contactConstraintOffsets[i].x);\n"
+" }\n"
+" barrier(CLK_GLOBAL_MEM_FENCE);\n"
+" int pb = manifoldPtr[i].m_bodyBPtrAndSignBit;\n"
+" bool isFixedB = (pb <0) || (pb == fixedBodyIndex);\n"
+" int bodyIndexB = abs(pb);\n"
+" if (!isFixedB)\n"
+" {\n"
+" AtomInc1(bodyCount[bodyIndexB],contactConstraintOffsets[i].y);\n"
+" } \n"
+" }\n"
+"}\n"
+"__kernel void ClearVelocitiesKernel(__global float4* linearVelocities,__global float4* angularVelocities, int numSplitBodies)\n"
+"{\n"
+" int i = GET_GLOBAL_IDX;\n"
+" \n"
+" if( i < numSplitBodies)\n"
+" {\n"
+" linearVelocities[i] = make_float4(0);\n"
+" angularVelocities[i] = make_float4(0);\n"
+" }\n"
+"}\n"
+"__kernel void AverageVelocitiesKernel(__global Body* gBodies,__global int* offsetSplitBodies,__global const unsigned int* bodyCount,\n"
+"__global float4* deltaLinearVelocities, __global float4* deltaAngularVelocities, int numBodies)\n"
+"{\n"
+" int i = GET_GLOBAL_IDX;\n"
+" if (i<numBodies)\n"
+" {\n"
+" if (gBodies[i].m_invMass)\n"
+" {\n"
+" int bodyOffset = offsetSplitBodies[i];\n"
+" int count = bodyCount[i];\n"
+" float factor = 1.f/((float)count);\n"
+" float4 averageLinVel = make_float4(0.f);\n"
+" float4 averageAngVel = make_float4(0.f);\n"
+" \n"
+" for (int j=0;j<count;j++)\n"
+" {\n"
+" averageLinVel += deltaLinearVelocities[bodyOffset+j]*factor;\n"
+" averageAngVel += deltaAngularVelocities[bodyOffset+j]*factor;\n"
+" }\n"
+" \n"
+" for (int j=0;j<count;j++)\n"
+" {\n"
+" deltaLinearVelocities[bodyOffset+j] = averageLinVel;\n"
+" deltaAngularVelocities[bodyOffset+j] = averageAngVel;\n"
+" }\n"
+" \n"
+" }//bodies[i].m_invMass\n"
+" }//i<numBodies\n"
+"}\n"
+"void setLinearAndAngular( float4 n, float4 r0, float4 r1, float4* linear, float4* angular0, float4* angular1)\n"
+"{\n"
+" *linear = make_float4(n.xyz,0.f);\n"
+" *angular0 = cross3(r0, n);\n"
+" *angular1 = -cross3(r1, n);\n"
+"}\n"
+"float calcRelVel( float4 l0, float4 l1, float4 a0, float4 a1, float4 linVel0, float4 angVel0, float4 linVel1, float4 angVel1 )\n"
+"{\n"
+" return dot3F4(l0, linVel0) + dot3F4(a0, angVel0) + dot3F4(l1, linVel1) + dot3F4(a1, angVel1);\n"
+"}\n"
+"float calcJacCoeff(const float4 linear0, const float4 linear1, const float4 angular0, const float4 angular1,\n"
+" float invMass0, const Matrix3x3* invInertia0, float invMass1, const Matrix3x3* invInertia1, float countA, float countB)\n"
+"{\n"
+" // linear0,1 are normlized\n"
+" float jmj0 = invMass0;//dot3F4(linear0, linear0)*invMass0;\n"
+" float jmj1 = dot3F4(mtMul3(angular0,*invInertia0), angular0);\n"
+" float jmj2 = invMass1;//dot3F4(linear1, linear1)*invMass1;\n"
+" float jmj3 = dot3F4(mtMul3(angular1,*invInertia1), angular1);\n"
+" return -1.f/((jmj0+jmj1)*countA+(jmj2+jmj3)*countB);\n"
+"}\n"
+"void btPlaneSpace1 (float4 n, float4* p, float4* q);\n"
+" void btPlaneSpace1 (float4 n, float4* p, float4* q)\n"
+"{\n"
+" if (fabs(n.z) > 0.70710678f) {\n"
+" // choose p in y-z plane\n"
+" float a = n.y*n.y + n.z*n.z;\n"
+" float k = 1.f/sqrt(a);\n"
+" p[0].x = 0;\n"
+" p[0].y = -n.z*k;\n"
+" p[0].z = n.y*k;\n"
+" // set q = n x p\n"
+" q[0].x = a*k;\n"
+" q[0].y = -n.x*p[0].z;\n"
+" q[0].z = n.x*p[0].y;\n"
+" }\n"
+" else {\n"
+" // choose p in x-y plane\n"
+" float a = n.x*n.x + n.y*n.y;\n"
+" float k = 1.f/sqrt(a);\n"
+" p[0].x = -n.y*k;\n"
+" p[0].y = n.x*k;\n"
+" p[0].z = 0;\n"
+" // set q = n x p\n"
+" q[0].x = -n.z*p[0].y;\n"
+" q[0].y = n.z*p[0].x;\n"
+" q[0].z = a*k;\n"
+" }\n"
+"}\n"
+"void solveContact(__global Constraint4* cs,\n"
+" float4 posA, float4* linVelA, float4* angVelA, float invMassA, Matrix3x3 invInertiaA,\n"
+" float4 posB, float4* linVelB, float4* angVelB, float invMassB, Matrix3x3 invInertiaB,\n"
+" float4* dLinVelA, float4* dAngVelA, float4* dLinVelB, float4* dAngVelB)\n"
+"{\n"
+" float minRambdaDt = 0;\n"
+" float maxRambdaDt = FLT_MAX;\n"
+" for(int ic=0; ic<4; ic++)\n"
+" {\n"
+" if( cs->m_jacCoeffInv[ic] == 0.f ) continue;\n"
+" float4 angular0, angular1, linear;\n"
+" float4 r0 = cs->m_worldPos[ic] - posA;\n"
+" float4 r1 = cs->m_worldPos[ic] - posB;\n"
+" setLinearAndAngular( cs->m_linear, r0, r1, &linear, &angular0, &angular1 );\n"
+" \n"
+" float rambdaDt = calcRelVel( cs->m_linear, -cs->m_linear, angular0, angular1, \n"
+" *linVelA+*dLinVelA, *angVelA+*dAngVelA, *linVelB+*dLinVelB, *angVelB+*dAngVelB ) + cs->m_b[ic];\n"
+" rambdaDt *= cs->m_jacCoeffInv[ic];\n"
+" \n"
+" {\n"
+" float prevSum = cs->m_appliedRambdaDt[ic];\n"
+" float updated = prevSum;\n"
+" updated += rambdaDt;\n"
+" updated = max2( updated, minRambdaDt );\n"
+" updated = min2( updated, maxRambdaDt );\n"
+" rambdaDt = updated - prevSum;\n"
+" cs->m_appliedRambdaDt[ic] = updated;\n"
+" }\n"
+" \n"
+" float4 linImp0 = invMassA*linear*rambdaDt;\n"
+" float4 linImp1 = invMassB*(-linear)*rambdaDt;\n"
+" float4 angImp0 = mtMul1(invInertiaA, angular0)*rambdaDt;\n"
+" float4 angImp1 = mtMul1(invInertiaB, angular1)*rambdaDt;\n"
+" \n"
+" if (invMassA)\n"
+" {\n"
+" *dLinVelA += linImp0;\n"
+" *dAngVelA += angImp0;\n"
+" }\n"
+" if (invMassB)\n"
+" {\n"
+" *dLinVelB += linImp1;\n"
+" *dAngVelB += angImp1;\n"
+" }\n"
+" }\n"
+"}\n"
+"// solveContactConstraint( gBodies, gShapes, &gConstraints[i] ,contactConstraintOffsets,offsetSplitBodies, deltaLinearVelocities, deltaAngularVelocities);\n"
+"void solveContactConstraint(__global Body* gBodies, __global Shape* gShapes, __global Constraint4* ldsCs, \n"
+"__global int2* contactConstraintOffsets,__global unsigned int* offsetSplitBodies,\n"
+"__global float4* deltaLinearVelocities, __global float4* deltaAngularVelocities)\n"
+"{\n"
+" //float frictionCoeff = ldsCs[0].m_linear.w;\n"
+" int aIdx = ldsCs[0].m_bodyA;\n"
+" int bIdx = ldsCs[0].m_bodyB;\n"
+" float4 posA = gBodies[aIdx].m_pos;\n"
+" float4 linVelA = gBodies[aIdx].m_linVel;\n"
+" float4 angVelA = gBodies[aIdx].m_angVel;\n"
+" float invMassA = gBodies[aIdx].m_invMass;\n"
+" Matrix3x3 invInertiaA = gShapes[aIdx].m_invInertia;\n"
+" float4 posB = gBodies[bIdx].m_pos;\n"
+" float4 linVelB = gBodies[bIdx].m_linVel;\n"
+" float4 angVelB = gBodies[bIdx].m_angVel;\n"
+" float invMassB = gBodies[bIdx].m_invMass;\n"
+" Matrix3x3 invInertiaB = gShapes[bIdx].m_invInertia;\n"
+" \n"
+" float4 dLinVelA = make_float4(0,0,0,0);\n"
+" float4 dAngVelA = make_float4(0,0,0,0);\n"
+" float4 dLinVelB = make_float4(0,0,0,0);\n"
+" float4 dAngVelB = make_float4(0,0,0,0);\n"
+" \n"
+" int bodyOffsetA = offsetSplitBodies[aIdx];\n"
+" int constraintOffsetA = contactConstraintOffsets[0].x;\n"
+" int splitIndexA = bodyOffsetA+constraintOffsetA;\n"
+" \n"
+" if (invMassA)\n"
+" {\n"
+" dLinVelA = deltaLinearVelocities[splitIndexA];\n"
+" dAngVelA = deltaAngularVelocities[splitIndexA];\n"
+" }\n"
+" int bodyOffsetB = offsetSplitBodies[bIdx];\n"
+" int constraintOffsetB = contactConstraintOffsets[0].y;\n"
+" int splitIndexB= bodyOffsetB+constraintOffsetB;\n"
+" if (invMassB)\n"
+" {\n"
+" dLinVelB = deltaLinearVelocities[splitIndexB];\n"
+" dAngVelB = deltaAngularVelocities[splitIndexB];\n"
+" }\n"
+" solveContact( ldsCs, posA, &linVelA, &angVelA, invMassA, invInertiaA,\n"
+" posB, &linVelB, &angVelB, invMassB, invInertiaB ,&dLinVelA, &dAngVelA, &dLinVelB, &dAngVelB);\n"
+" if (invMassA)\n"
+" {\n"
+" deltaLinearVelocities[splitIndexA] = dLinVelA;\n"
+" deltaAngularVelocities[splitIndexA] = dAngVelA;\n"
+" } \n"
+" if (invMassB)\n"
+" {\n"
+" deltaLinearVelocities[splitIndexB] = dLinVelB;\n"
+" deltaAngularVelocities[splitIndexB] = dAngVelB;\n"
+" }\n"
+"}\n"
+"__kernel void SolveContactJacobiKernel(__global Constraint4* gConstraints, __global Body* gBodies, __global Shape* gShapes ,\n"
+"__global int2* contactConstraintOffsets,__global unsigned int* offsetSplitBodies,__global float4* deltaLinearVelocities, __global float4* deltaAngularVelocities,\n"
+"float deltaTime, float positionDrift, float positionConstraintCoeff, int fixedBodyIndex, int numManifolds\n"
+")\n"
+"{\n"
+" int i = GET_GLOBAL_IDX;\n"
+" if (i<numManifolds)\n"
+" {\n"
+" solveContactConstraint( gBodies, gShapes, &gConstraints[i] ,&contactConstraintOffsets[i],offsetSplitBodies, deltaLinearVelocities, deltaAngularVelocities);\n"
+" }\n"
+"}\n"
+"void solveFrictionConstraint(__global Body* gBodies, __global Shape* gShapes, __global Constraint4* ldsCs,\n"
+" __global int2* contactConstraintOffsets,__global unsigned int* offsetSplitBodies,\n"
+" __global float4* deltaLinearVelocities, __global float4* deltaAngularVelocities)\n"
+"{\n"
+" float frictionCoeff = 0.7f;//ldsCs[0].m_linear.w;\n"
+" int aIdx = ldsCs[0].m_bodyA;\n"
+" int bIdx = ldsCs[0].m_bodyB;\n"
+" float4 posA = gBodies[aIdx].m_pos;\n"
+" float4 linVelA = gBodies[aIdx].m_linVel;\n"
+" float4 angVelA = gBodies[aIdx].m_angVel;\n"
+" float invMassA = gBodies[aIdx].m_invMass;\n"
+" Matrix3x3 invInertiaA = gShapes[aIdx].m_invInertia;\n"
+" float4 posB = gBodies[bIdx].m_pos;\n"
+" float4 linVelB = gBodies[bIdx].m_linVel;\n"
+" float4 angVelB = gBodies[bIdx].m_angVel;\n"
+" float invMassB = gBodies[bIdx].m_invMass;\n"
+" Matrix3x3 invInertiaB = gShapes[bIdx].m_invInertia;\n"
+" \n"
+" float4 dLinVelA = make_float4(0,0,0,0);\n"
+" float4 dAngVelA = make_float4(0,0,0,0);\n"
+" float4 dLinVelB = make_float4(0,0,0,0);\n"
+" float4 dAngVelB = make_float4(0,0,0,0);\n"
+" \n"
+" int bodyOffsetA = offsetSplitBodies[aIdx];\n"
+" int constraintOffsetA = contactConstraintOffsets[0].x;\n"
+" int splitIndexA = bodyOffsetA+constraintOffsetA;\n"
+" \n"
+" if (invMassA)\n"
+" {\n"
+" dLinVelA = deltaLinearVelocities[splitIndexA];\n"
+" dAngVelA = deltaAngularVelocities[splitIndexA];\n"
+" }\n"
+" int bodyOffsetB = offsetSplitBodies[bIdx];\n"
+" int constraintOffsetB = contactConstraintOffsets[0].y;\n"
+" int splitIndexB= bodyOffsetB+constraintOffsetB;\n"
+" if (invMassB)\n"
+" {\n"
+" dLinVelB = deltaLinearVelocities[splitIndexB];\n"
+" dAngVelB = deltaAngularVelocities[splitIndexB];\n"
+" }\n"
+" {\n"
+" float maxRambdaDt[4] = {FLT_MAX,FLT_MAX,FLT_MAX,FLT_MAX};\n"
+" float minRambdaDt[4] = {0.f,0.f,0.f,0.f};\n"
+" float sum = 0;\n"
+" for(int j=0; j<4; j++)\n"
+" {\n"
+" sum +=ldsCs[0].m_appliedRambdaDt[j];\n"
+" }\n"
+" frictionCoeff = 0.7f;\n"
+" for(int j=0; j<4; j++)\n"
+" {\n"
+" maxRambdaDt[j] = frictionCoeff*sum;\n"
+" minRambdaDt[j] = -maxRambdaDt[j];\n"
+" }\n"
+" \n"
+"// solveFriction( ldsCs, posA, &linVelA, &angVelA, invMassA, invInertiaA,\n"
+"// posB, &linVelB, &angVelB, invMassB, invInertiaB, maxRambdaDt, minRambdaDt );\n"
+" \n"
+" \n"
+" {\n"
+" \n"
+" __global Constraint4* cs = ldsCs;\n"
+" \n"
+" if( cs->m_fJacCoeffInv[0] == 0 && cs->m_fJacCoeffInv[0] == 0 ) return;\n"
+" const float4 center = cs->m_center;\n"
+" \n"
+" float4 n = -cs->m_linear;\n"
+" \n"
+" float4 tangent[2];\n"
+" btPlaneSpace1(n,&tangent[0],&tangent[1]);\n"
+" float4 angular0, angular1, linear;\n"
+" float4 r0 = center - posA;\n"
+" float4 r1 = center - posB;\n"
+" for(int i=0; i<2; i++)\n"
+" {\n"
+" setLinearAndAngular( tangent[i], r0, r1, &linear, &angular0, &angular1 );\n"
+" float rambdaDt = calcRelVel(linear, -linear, angular0, angular1,\n"
+" linVelA+dLinVelA, angVelA+dAngVelA, linVelB+dLinVelB, angVelB+dAngVelB );\n"
+" rambdaDt *= cs->m_fJacCoeffInv[i];\n"
+" \n"
+" {\n"
+" float prevSum = cs->m_fAppliedRambdaDt[i];\n"
+" float updated = prevSum;\n"
+" updated += rambdaDt;\n"
+" updated = max2( updated, minRambdaDt[i] );\n"
+" updated = min2( updated, maxRambdaDt[i] );\n"
+" rambdaDt = updated - prevSum;\n"
+" cs->m_fAppliedRambdaDt[i] = updated;\n"
+" }\n"
+" \n"
+" float4 linImp0 = invMassA*linear*rambdaDt;\n"
+" float4 linImp1 = invMassB*(-linear)*rambdaDt;\n"
+" float4 angImp0 = mtMul1(invInertiaA, angular0)*rambdaDt;\n"
+" float4 angImp1 = mtMul1(invInertiaB, angular1)*rambdaDt;\n"
+" \n"
+" dLinVelA += linImp0;\n"
+" dAngVelA += angImp0;\n"
+" dLinVelB += linImp1;\n"
+" dAngVelB += angImp1;\n"
+" }\n"
+" { // angular damping for point constraint\n"
+" float4 ab = normalize3( posB - posA );\n"
+" float4 ac = normalize3( center - posA );\n"
+" if( dot3F4( ab, ac ) > 0.95f || (invMassA == 0.f || invMassB == 0.f))\n"
+" {\n"
+" float angNA = dot3F4( n, angVelA );\n"
+" float angNB = dot3F4( n, angVelB );\n"
+" \n"
+" dAngVelA -= (angNA*0.1f)*n;\n"
+" dAngVelB -= (angNB*0.1f)*n;\n"
+" }\n"
+" }\n"
+" }\n"
+" \n"
+" \n"
+" }\n"
+" if (invMassA)\n"
+" {\n"
+" deltaLinearVelocities[splitIndexA] = dLinVelA;\n"
+" deltaAngularVelocities[splitIndexA] = dAngVelA;\n"
+" } \n"
+" if (invMassB)\n"
+" {\n"
+" deltaLinearVelocities[splitIndexB] = dLinVelB;\n"
+" deltaAngularVelocities[splitIndexB] = dAngVelB;\n"
+" }\n"
+" \n"
+"}\n"
+"__kernel void SolveFrictionJacobiKernel(__global Constraint4* gConstraints, __global Body* gBodies, __global Shape* gShapes ,\n"
+" __global int2* contactConstraintOffsets,__global unsigned int* offsetSplitBodies,\n"
+" __global float4* deltaLinearVelocities, __global float4* deltaAngularVelocities,\n"
+" float deltaTime, float positionDrift, float positionConstraintCoeff, int fixedBodyIndex, int numManifolds\n"
+")\n"
+"{\n"
+" int i = GET_GLOBAL_IDX;\n"
+" if (i<numManifolds)\n"
+" {\n"
+" solveFrictionConstraint( gBodies, gShapes, &gConstraints[i] ,&contactConstraintOffsets[i],offsetSplitBodies, deltaLinearVelocities, deltaAngularVelocities);\n"
+" }\n"
+"}\n"
+"__kernel void UpdateBodyVelocitiesKernel(__global Body* gBodies,__global int* offsetSplitBodies,__global const unsigned int* bodyCount,\n"
+" __global float4* deltaLinearVelocities, __global float4* deltaAngularVelocities, int numBodies)\n"
+"{\n"
+" int i = GET_GLOBAL_IDX;\n"
+" if (i<numBodies)\n"
+" {\n"
+" if (gBodies[i].m_invMass)\n"
+" {\n"
+" int bodyOffset = offsetSplitBodies[i];\n"
+" int count = bodyCount[i];\n"
+" if (count)\n"
+" {\n"
+" gBodies[i].m_linVel += deltaLinearVelocities[bodyOffset];\n"
+" gBodies[i].m_angVel += deltaAngularVelocities[bodyOffset];\n"
+" }\n"
+" }\n"
+" }\n"
+"}\n"
+"void setConstraint4( const float4 posA, const float4 linVelA, const float4 angVelA, float invMassA, const Matrix3x3 invInertiaA,\n"
+" const float4 posB, const float4 linVelB, const float4 angVelB, float invMassB, const Matrix3x3 invInertiaB, \n"
+" __global struct b3Contact4Data* src, float dt, float positionDrift, float positionConstraintCoeff,float countA, float countB,\n"
+" Constraint4* dstC )\n"
+"{\n"
+" dstC->m_bodyA = abs(src->m_bodyAPtrAndSignBit);\n"
+" dstC->m_bodyB = abs(src->m_bodyBPtrAndSignBit);\n"
+" float dtInv = 1.f/dt;\n"
+" for(int ic=0; ic<4; ic++)\n"
+" {\n"
+" dstC->m_appliedRambdaDt[ic] = 0.f;\n"
+" }\n"
+" dstC->m_fJacCoeffInv[0] = dstC->m_fJacCoeffInv[1] = 0.f;\n"
+" dstC->m_linear = src->m_worldNormalOnB;\n"
+" dstC->m_linear.w = 0.7f ;//src->getFrictionCoeff() );\n"
+" for(int ic=0; ic<4; ic++)\n"
+" {\n"
+" float4 r0 = src->m_worldPosB[ic] - posA;\n"
+" float4 r1 = src->m_worldPosB[ic] - posB;\n"
+" if( ic >= src->m_worldNormalOnB.w )//npoints\n"
+" {\n"
+" dstC->m_jacCoeffInv[ic] = 0.f;\n"
+" continue;\n"
+" }\n"
+" float relVelN;\n"
+" {\n"
+" float4 linear, angular0, angular1;\n"
+" setLinearAndAngular(src->m_worldNormalOnB, r0, r1, &linear, &angular0, &angular1);\n"
+" dstC->m_jacCoeffInv[ic] = calcJacCoeff(linear, -linear, angular0, angular1,\n"
+" invMassA, &invInertiaA, invMassB, &invInertiaB , countA, countB);\n"
+" relVelN = calcRelVel(linear, -linear, angular0, angular1,\n"
+" linVelA, angVelA, linVelB, angVelB);\n"
+" float e = 0.f;//src->getRestituitionCoeff();\n"
+" if( relVelN*relVelN < 0.004f ) e = 0.f;\n"
+" dstC->m_b[ic] = e*relVelN;\n"
+" //float penetration = src->m_worldPosB[ic].w;\n"
+" dstC->m_b[ic] += (src->m_worldPosB[ic].w + positionDrift)*positionConstraintCoeff*dtInv;\n"
+" dstC->m_appliedRambdaDt[ic] = 0.f;\n"
+" }\n"
+" }\n"
+" if( src->m_worldNormalOnB.w > 0 )//npoints\n"
+" { // prepare friction\n"
+" float4 center = make_float4(0.f);\n"
+" for(int i=0; i<src->m_worldNormalOnB.w; i++) \n"
+" center += src->m_worldPosB[i];\n"
+" center /= (float)src->m_worldNormalOnB.w;\n"
+" float4 tangent[2];\n"
+" btPlaneSpace1(-src->m_worldNormalOnB,&tangent[0],&tangent[1]);\n"
+" \n"
+" float4 r[2];\n"
+" r[0] = center - posA;\n"
+" r[1] = center - posB;\n"
+" for(int i=0; i<2; i++)\n"
+" {\n"
+" float4 linear, angular0, angular1;\n"
+" setLinearAndAngular(tangent[i], r[0], r[1], &linear, &angular0, &angular1);\n"
+" dstC->m_fJacCoeffInv[i] = calcJacCoeff(linear, -linear, angular0, angular1,\n"
+" invMassA, &invInertiaA, invMassB, &invInertiaB ,countA, countB);\n"
+" dstC->m_fAppliedRambdaDt[i] = 0.f;\n"
+" }\n"
+" dstC->m_center = center;\n"
+" }\n"
+" for(int i=0; i<4; i++)\n"
+" {\n"
+" if( i<src->m_worldNormalOnB.w )\n"
+" {\n"
+" dstC->m_worldPos[i] = src->m_worldPosB[i];\n"
+" }\n"
+" else\n"
+" {\n"
+" dstC->m_worldPos[i] = make_float4(0.f);\n"
+" }\n"
+" }\n"
+"}\n"
+"__kernel\n"
+"__attribute__((reqd_work_group_size(WG_SIZE,1,1)))\n"
+"void ContactToConstraintSplitKernel(__global const struct b3Contact4Data* gContact, __global const Body* gBodies, __global const Shape* gShapes, __global Constraint4* gConstraintOut, \n"
+"__global const unsigned int* bodyCount,\n"
+"int nContacts,\n"
+"float dt,\n"
+"float positionDrift,\n"
+"float positionConstraintCoeff\n"
+")\n"
+"{\n"
+" int gIdx = GET_GLOBAL_IDX;\n"
+" \n"
+" if( gIdx < nContacts )\n"
+" {\n"
+" int aIdx = abs(gContact[gIdx].m_bodyAPtrAndSignBit);\n"
+" int bIdx = abs(gContact[gIdx].m_bodyBPtrAndSignBit);\n"
+" float4 posA = gBodies[aIdx].m_pos;\n"
+" float4 linVelA = gBodies[aIdx].m_linVel;\n"
+" float4 angVelA = gBodies[aIdx].m_angVel;\n"
+" float invMassA = gBodies[aIdx].m_invMass;\n"
+" Matrix3x3 invInertiaA = gShapes[aIdx].m_invInertia;\n"
+" float4 posB = gBodies[bIdx].m_pos;\n"
+" float4 linVelB = gBodies[bIdx].m_linVel;\n"
+" float4 angVelB = gBodies[bIdx].m_angVel;\n"
+" float invMassB = gBodies[bIdx].m_invMass;\n"
+" Matrix3x3 invInertiaB = gShapes[bIdx].m_invInertia;\n"
+" Constraint4 cs;\n"
+" float countA = invMassA != 0.f ? (float)bodyCount[aIdx] : 1;\n"
+" float countB = invMassB != 0.f ? (float)bodyCount[bIdx] : 1;\n"
+" setConstraint4( posA, linVelA, angVelA, invMassA, invInertiaA, posB, linVelB, angVelB, invMassB, invInertiaB,\n"
+" &gContact[gIdx], dt, positionDrift, positionConstraintCoeff,countA,countB,\n"
+" &cs );\n"
+" \n"
+" cs.m_batchIdx = gContact[gIdx].m_batchIdx;\n"
+" gConstraintOut[gIdx] = cs;\n"
+" }\n"
+"}\n"
+;