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Diffstat (limited to 'thirdparty/bullet/Bullet3OpenCL/RigidBody/kernels/solverUtils.h')
-rw-r--r-- | thirdparty/bullet/Bullet3OpenCL/RigidBody/kernels/solverUtils.h | 909 |
1 files changed, 909 insertions, 0 deletions
diff --git a/thirdparty/bullet/Bullet3OpenCL/RigidBody/kernels/solverUtils.h b/thirdparty/bullet/Bullet3OpenCL/RigidBody/kernels/solverUtils.h new file mode 100644 index 0000000000..c0173ad9f4 --- /dev/null +++ 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" +; |