diff options
Diffstat (limited to 'thirdparty/bullet/Bullet3OpenCL/RigidBody/kernels/solverUtils.h')
| -rw-r--r-- | thirdparty/bullet/Bullet3OpenCL/RigidBody/kernels/solverUtils.h | 1815 | 
1 files changed, 907 insertions, 908 deletions
diff --git a/thirdparty/bullet/Bullet3OpenCL/RigidBody/kernels/solverUtils.h b/thirdparty/bullet/Bullet3OpenCL/RigidBody/kernels/solverUtils.h index c0173ad9f4..f4d98d9941 100644 --- a/thirdparty/bullet/Bullet3OpenCL/RigidBody/kernels/solverUtils.h +++ b/thirdparty/bullet/Bullet3OpenCL/RigidBody/kernels/solverUtils.h @@ -1,909 +1,908 @@  //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" -; +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";  |