diff options
Diffstat (limited to 'thirdparty/bullet/src/Bullet3OpenCL/NarrowphaseCollision/kernels/primitiveContacts.cl')
-rw-r--r-- | thirdparty/bullet/src/Bullet3OpenCL/NarrowphaseCollision/kernels/primitiveContacts.cl | 1374 |
1 files changed, 1374 insertions, 0 deletions
diff --git a/thirdparty/bullet/src/Bullet3OpenCL/NarrowphaseCollision/kernels/primitiveContacts.cl b/thirdparty/bullet/src/Bullet3OpenCL/NarrowphaseCollision/kernels/primitiveContacts.cl new file mode 100644 index 0000000000..9c9e920f13 --- /dev/null +++ b/thirdparty/bullet/src/Bullet3OpenCL/NarrowphaseCollision/kernels/primitiveContacts.cl @@ -0,0 +1,1374 @@ +#include "Bullet3Collision/NarrowPhaseCollision/shared/b3Contact4Data.h" + +#define SHAPE_CONVEX_HULL 3 +#define SHAPE_PLANE 4 +#define SHAPE_CONCAVE_TRIMESH 5 +#define SHAPE_COMPOUND_OF_CONVEX_HULLS 6 +#define SHAPE_SPHERE 7 + + +#pragma OPENCL EXTENSION cl_amd_printf : enable +#pragma OPENCL EXTENSION cl_khr_local_int32_base_atomics : enable +#pragma OPENCL EXTENSION cl_khr_global_int32_base_atomics : enable +#pragma OPENCL EXTENSION cl_khr_local_int32_extended_atomics : enable +#pragma OPENCL EXTENSION cl_khr_global_int32_extended_atomics : enable + +#ifdef cl_ext_atomic_counters_32 +#pragma OPENCL EXTENSION cl_ext_atomic_counters_32 : enable +#else +#define counter32_t volatile __global int* +#endif + +#define GET_GROUP_IDX get_group_id(0) +#define GET_LOCAL_IDX get_local_id(0) +#define GET_GLOBAL_IDX get_global_id(0) +#define GET_GROUP_SIZE get_local_size(0) +#define GET_NUM_GROUPS get_num_groups(0) +#define GROUP_LDS_BARRIER barrier(CLK_LOCAL_MEM_FENCE) +#define GROUP_MEM_FENCE mem_fence(CLK_LOCAL_MEM_FENCE) +#define AtomInc(x) atom_inc(&(x)) +#define AtomInc1(x, out) out = atom_inc(&(x)) +#define AppendInc(x, out) out = atomic_inc(x) +#define AtomAdd(x, value) atom_add(&(x), value) +#define AtomCmpxhg(x, cmp, value) atom_cmpxchg( &(x), cmp, value ) +#define AtomXhg(x, value) atom_xchg ( &(x), value ) + +#define max2 max +#define min2 min + +typedef unsigned int u32; + + + + +typedef struct +{ + union + { + float4 m_min; + float m_minElems[4]; + int m_minIndices[4]; + }; + union + { + float4 m_max; + float m_maxElems[4]; + int m_maxIndices[4]; + }; +} btAabbCL; + +///keep this in sync with btCollidable.h +typedef struct +{ + int m_numChildShapes; + float m_radius; + int m_shapeType; + int m_shapeIndex; + +} btCollidableGpu; + +typedef struct +{ + float4 m_childPosition; + float4 m_childOrientation; + int m_shapeIndex; + int m_unused0; + int m_unused1; + int m_unused2; +} btGpuChildShape; + +#define GET_NPOINTS(x) (x).m_worldNormalOnB.w + +typedef struct +{ + float4 m_pos; + float4 m_quat; + float4 m_linVel; + float4 m_angVel; + + u32 m_collidableIdx; + float m_invMass; + float m_restituitionCoeff; + float m_frictionCoeff; +} BodyData; + + +typedef struct +{ + float4 m_localCenter; + float4 m_extents; + float4 mC; + float4 mE; + + float m_radius; + int m_faceOffset; + int m_numFaces; + int m_numVertices; + + int m_vertexOffset; + int m_uniqueEdgesOffset; + int m_numUniqueEdges; + int m_unused; + +} ConvexPolyhedronCL; + +typedef struct +{ + float4 m_plane; + int m_indexOffset; + int m_numIndices; +} btGpuFace; + +#define SELECT_UINT4( b, a, condition ) select( b,a,condition ) + +#define make_float4 (float4) +#define make_float2 (float2) +#define make_uint4 (uint4) +#define make_int4 (int4) +#define make_uint2 (uint2) +#define make_int2 (int2) + + +__inline +float fastDiv(float numerator, float denominator) +{ + return native_divide(numerator, denominator); +// return numerator/denominator; +} + +__inline +float4 fastDiv4(float4 numerator, float4 denominator) +{ + return native_divide(numerator, denominator); +} + + +__inline +float4 cross3(float4 a, float4 b) +{ + return cross(a,b); +} + +//#define dot3F4 dot + +__inline +float dot3F4(float4 a, float4 b) +{ + float4 a1 = make_float4(a.xyz,0.f); + float4 b1 = make_float4(b.xyz,0.f); + return dot(a1, b1); +} + +__inline +float4 fastNormalize4(float4 v) +{ + return fast_normalize(v); +} + + +/////////////////////////////////////// +// Quaternion +/////////////////////////////////////// + +typedef float4 Quaternion; + +__inline +Quaternion qtMul(Quaternion a, Quaternion b); + +__inline +Quaternion qtNormalize(Quaternion in); + +__inline +float4 qtRotate(Quaternion q, float4 vec); + +__inline +Quaternion qtInvert(Quaternion q); + + + + +__inline +Quaternion qtMul(Quaternion a, Quaternion b) +{ + Quaternion ans; + ans = cross3( a, b ); + ans += a.w*b+b.w*a; +// ans.w = a.w*b.w - (a.x*b.x+a.y*b.y+a.z*b.z); + ans.w = a.w*b.w - dot3F4(a, b); + return ans; +} + +__inline +Quaternion qtNormalize(Quaternion in) +{ + return fastNormalize4(in); +// in /= length( in ); +// return in; +} +__inline +float4 qtRotate(Quaternion q, float4 vec) +{ + Quaternion qInv = qtInvert( q ); + float4 vcpy = vec; + vcpy.w = 0.f; + float4 out = qtMul(qtMul(q,vcpy),qInv); + return out; +} + +__inline +Quaternion qtInvert(Quaternion q) +{ + return (Quaternion)(-q.xyz, q.w); +} + +__inline +float4 qtInvRotate(const Quaternion q, float4 vec) +{ + return qtRotate( qtInvert( q ), vec ); +} + +__inline +float4 transform(const float4* p, const float4* translation, const Quaternion* orientation) +{ + return qtRotate( *orientation, *p ) + (*translation); +} + +void trInverse(float4 translationIn, Quaternion orientationIn, + float4* translationOut, Quaternion* orientationOut) +{ + *orientationOut = qtInvert(orientationIn); + *translationOut = qtRotate(*orientationOut, -translationIn); +} + +void trMul(float4 translationA, Quaternion orientationA, + float4 translationB, Quaternion orientationB, + float4* translationOut, Quaternion* orientationOut) +{ + *orientationOut = qtMul(orientationA,orientationB); + *translationOut = transform(&translationB,&translationA,&orientationA); +} + + + +__inline +float4 normalize3(const float4 a) +{ + float4 n = make_float4(a.x, a.y, a.z, 0.f); + return fastNormalize4( n ); +} + + +__inline float4 lerp3(const float4 a,const float4 b, float t) +{ + return make_float4( a.x + (b.x - a.x) * t, + a.y + (b.y - a.y) * t, + a.z + (b.z - a.z) * t, + 0.f); +} + + +float signedDistanceFromPointToPlane(float4 point, float4 planeEqn, float4* closestPointOnFace) +{ + float4 n = (float4)(planeEqn.x, planeEqn.y, planeEqn.z, 0); + float dist = dot3F4(n, point) + planeEqn.w; + *closestPointOnFace = point - dist * n; + return dist; +} + + + +inline bool IsPointInPolygon(float4 p, + const btGpuFace* face, + __global const float4* baseVertex, + __global const int* convexIndices, + float4* out) +{ + float4 a; + float4 b; + float4 ab; + float4 ap; + float4 v; + + float4 plane = make_float4(face->m_plane.x,face->m_plane.y,face->m_plane.z,0.f); + + if (face->m_numIndices<2) + return false; + + + float4 v0 = baseVertex[convexIndices[face->m_indexOffset + face->m_numIndices-1]]; + + b = v0; + + for(unsigned i=0; i != face->m_numIndices; ++i) + { + a = b; + float4 vi = baseVertex[convexIndices[face->m_indexOffset + i]]; + b = vi; + ab = b-a; + ap = p-a; + v = cross3(ab,plane); + + if (dot(ap, v) > 0.f) + { + float ab_m2 = dot(ab, ab); + float rt = ab_m2 != 0.f ? dot(ab, ap) / ab_m2 : 0.f; + if (rt <= 0.f) + { + *out = a; + } + else if (rt >= 1.f) + { + *out = b; + } + else + { + float s = 1.f - rt; + out[0].x = s * a.x + rt * b.x; + out[0].y = s * a.y + rt * b.y; + out[0].z = s * a.z + rt * b.z; + } + return false; + } + } + return true; +} + + + + +void computeContactSphereConvex(int pairIndex, + int bodyIndexA, int bodyIndexB, + int collidableIndexA, int collidableIndexB, + __global const BodyData* rigidBodies, + __global const btCollidableGpu* collidables, + __global const ConvexPolyhedronCL* convexShapes, + __global const float4* convexVertices, + __global const int* convexIndices, + __global const btGpuFace* faces, + __global struct b3Contact4Data* restrict globalContactsOut, + counter32_t nGlobalContactsOut, + int maxContactCapacity, + float4 spherePos2, + float radius, + float4 pos, + float4 quat + ) +{ + + float4 invPos; + float4 invOrn; + + trInverse(pos,quat, &invPos,&invOrn); + + float4 spherePos = transform(&spherePos2,&invPos,&invOrn); + + int shapeIndex = collidables[collidableIndexB].m_shapeIndex; + int numFaces = convexShapes[shapeIndex].m_numFaces; + float4 closestPnt = (float4)(0, 0, 0, 0); + float4 hitNormalWorld = (float4)(0, 0, 0, 0); + float minDist = -1000000.f; + bool bCollide = true; + + for ( int f = 0; f < numFaces; f++ ) + { + btGpuFace face = faces[convexShapes[shapeIndex].m_faceOffset+f]; + + // set up a plane equation + float4 planeEqn; + float4 n1 = face.m_plane; + n1.w = 0.f; + planeEqn = n1; + planeEqn.w = face.m_plane.w; + + + // compute a signed distance from the vertex in cloth to the face of rigidbody. + float4 pntReturn; + float dist = signedDistanceFromPointToPlane(spherePos, planeEqn, &pntReturn); + + // If the distance is positive, the plane is a separating plane. + if ( dist > radius ) + { + bCollide = false; + break; + } + + + if (dist>0) + { + //might hit an edge or vertex + float4 out; + float4 zeroPos = make_float4(0,0,0,0); + + bool isInPoly = IsPointInPolygon(spherePos, + &face, + &convexVertices[convexShapes[shapeIndex].m_vertexOffset], + convexIndices, + &out); + if (isInPoly) + { + if (dist>minDist) + { + minDist = dist; + closestPnt = pntReturn; + hitNormalWorld = planeEqn; + + } + } else + { + float4 tmp = spherePos-out; + float l2 = dot(tmp,tmp); + if (l2<radius*radius) + { + dist = sqrt(l2); + if (dist>minDist) + { + minDist = dist; + closestPnt = out; + hitNormalWorld = tmp/dist; + + } + + } else + { + bCollide = false; + break; + } + } + } else + { + if ( dist > minDist ) + { + minDist = dist; + closestPnt = pntReturn; + hitNormalWorld.xyz = planeEqn.xyz; + } + } + + } + + + + if (bCollide && minDist > -10000) + { + float4 normalOnSurfaceB1 = qtRotate(quat,-hitNormalWorld); + float4 pOnB1 = transform(&closestPnt,&pos,&quat); + + float actualDepth = minDist-radius; + if (actualDepth<=0.f) + { + + + pOnB1.w = actualDepth; + + int dstIdx; + AppendInc( nGlobalContactsOut, dstIdx ); + + + if (1)//dstIdx < maxContactCapacity) + { + __global struct b3Contact4Data* c = &globalContactsOut[dstIdx]; + c->m_worldNormalOnB = -normalOnSurfaceB1; + c->m_restituitionCoeffCmp = (0.f*0xffff);c->m_frictionCoeffCmp = (0.7f*0xffff); + c->m_batchIdx = pairIndex; + c->m_bodyAPtrAndSignBit = rigidBodies[bodyIndexA].m_invMass==0?-bodyIndexA:bodyIndexA; + c->m_bodyBPtrAndSignBit = rigidBodies[bodyIndexB].m_invMass==0?-bodyIndexB:bodyIndexB; + c->m_worldPosB[0] = pOnB1; + c->m_childIndexA = -1; + c->m_childIndexB = -1; + + GET_NPOINTS(*c) = 1; + } + + } + }//if (hasCollision) + +} + + + +int extractManifoldSequential(const float4* p, int nPoints, float4 nearNormal, int4* contactIdx) +{ + if( nPoints == 0 ) + return 0; + + if (nPoints <=4) + return nPoints; + + + if (nPoints >64) + nPoints = 64; + + float4 center = make_float4(0.f); + { + + for (int i=0;i<nPoints;i++) + center += p[i]; + center /= (float)nPoints; + } + + + + // sample 4 directions + + float4 aVector = p[0] - center; + float4 u = cross3( nearNormal, aVector ); + float4 v = cross3( nearNormal, u ); + u = normalize3( u ); + v = normalize3( v ); + + + //keep point with deepest penetration + float minW= FLT_MAX; + + int minIndex=-1; + + float4 maxDots; + maxDots.x = FLT_MIN; + maxDots.y = FLT_MIN; + maxDots.z = FLT_MIN; + maxDots.w = FLT_MIN; + + // idx, distance + for(int ie = 0; ie<nPoints; ie++ ) + { + if (p[ie].w<minW) + { + minW = p[ie].w; + minIndex=ie; + } + float f; + float4 r = p[ie]-center; + f = dot3F4( u, r ); + if (f<maxDots.x) + { + maxDots.x = f; + contactIdx[0].x = ie; + } + + f = dot3F4( -u, r ); + if (f<maxDots.y) + { + maxDots.y = f; + contactIdx[0].y = ie; + } + + + f = dot3F4( v, r ); + if (f<maxDots.z) + { + maxDots.z = f; + contactIdx[0].z = ie; + } + + f = dot3F4( -v, r ); + if (f<maxDots.w) + { + maxDots.w = f; + contactIdx[0].w = ie; + } + + } + + if (contactIdx[0].x != minIndex && contactIdx[0].y != minIndex && contactIdx[0].z != minIndex && contactIdx[0].w != minIndex) + { + //replace the first contact with minimum (todo: replace contact with least penetration) + contactIdx[0].x = minIndex; + } + + return 4; + +} + +#define MAX_PLANE_CONVEX_POINTS 64 + +int computeContactPlaneConvex(int pairIndex, + int bodyIndexA, int bodyIndexB, + int collidableIndexA, int collidableIndexB, + __global const BodyData* rigidBodies, + __global const btCollidableGpu*collidables, + __global const ConvexPolyhedronCL* convexShapes, + __global const float4* convexVertices, + __global const int* convexIndices, + __global const btGpuFace* faces, + __global struct b3Contact4Data* restrict globalContactsOut, + counter32_t nGlobalContactsOut, + int maxContactCapacity, + float4 posB, + Quaternion ornB + ) +{ + int resultIndex=-1; + + int shapeIndex = collidables[collidableIndexB].m_shapeIndex; + __global const ConvexPolyhedronCL* hullB = &convexShapes[shapeIndex]; + + float4 posA; + posA = rigidBodies[bodyIndexA].m_pos; + Quaternion ornA; + ornA = rigidBodies[bodyIndexA].m_quat; + + int numContactsOut = 0; + int numWorldVertsB1= 0; + + float4 planeEq; + planeEq = faces[collidables[collidableIndexA].m_shapeIndex].m_plane; + float4 planeNormal = make_float4(planeEq.x,planeEq.y,planeEq.z,0.f); + float4 planeNormalWorld; + planeNormalWorld = qtRotate(ornA,planeNormal); + float planeConstant = planeEq.w; + + float4 invPosA;Quaternion invOrnA; + float4 convexInPlaneTransPos1; Quaternion convexInPlaneTransOrn1; + { + + trInverse(posA,ornA,&invPosA,&invOrnA); + trMul(invPosA,invOrnA,posB,ornB,&convexInPlaneTransPos1,&convexInPlaneTransOrn1); + } + float4 invPosB;Quaternion invOrnB; + float4 planeInConvexPos1; Quaternion planeInConvexOrn1; + { + + trInverse(posB,ornB,&invPosB,&invOrnB); + trMul(invPosB,invOrnB,posA,ornA,&planeInConvexPos1,&planeInConvexOrn1); + } + + + float4 planeNormalInConvex = qtRotate(planeInConvexOrn1,-planeNormal); + float maxDot = -1e30; + int hitVertex=-1; + float4 hitVtx; + + + + float4 contactPoints[MAX_PLANE_CONVEX_POINTS]; + int numPoints = 0; + + int4 contactIdx; + contactIdx=make_int4(0,1,2,3); + + + for (int i=0;i<hullB->m_numVertices;i++) + { + float4 vtx = convexVertices[hullB->m_vertexOffset+i]; + float curDot = dot(vtx,planeNormalInConvex); + + + if (curDot>maxDot) + { + hitVertex=i; + maxDot=curDot; + hitVtx = vtx; + //make sure the deepest points is always included + if (numPoints==MAX_PLANE_CONVEX_POINTS) + numPoints--; + } + + if (numPoints<MAX_PLANE_CONVEX_POINTS) + { + float4 vtxWorld = transform(&vtx, &posB, &ornB); + float4 vtxInPlane = transform(&vtxWorld, &invPosA, &invOrnA);//oplaneTransform.inverse()*vtxWorld; + float dist = dot(planeNormal,vtxInPlane)-planeConstant; + if (dist<0.f) + { + vtxWorld.w = dist; + contactPoints[numPoints] = vtxWorld; + numPoints++; + } + } + + } + + int numReducedPoints = numPoints; + if (numPoints>4) + { + numReducedPoints = extractManifoldSequential( contactPoints, numPoints, planeNormalInConvex, &contactIdx); + } + + if (numReducedPoints>0) + { + int dstIdx; + AppendInc( nGlobalContactsOut, dstIdx ); + + if (dstIdx < maxContactCapacity) + { + resultIndex = dstIdx; + __global struct b3Contact4Data* c = &globalContactsOut[dstIdx]; + c->m_worldNormalOnB = -planeNormalWorld; + //c->setFrictionCoeff(0.7); + //c->setRestituitionCoeff(0.f); + c->m_restituitionCoeffCmp = (0.f*0xffff);c->m_frictionCoeffCmp = (0.7f*0xffff); + c->m_batchIdx = pairIndex; + c->m_bodyAPtrAndSignBit = rigidBodies[bodyIndexA].m_invMass==0?-bodyIndexA:bodyIndexA; + c->m_bodyBPtrAndSignBit = rigidBodies[bodyIndexB].m_invMass==0?-bodyIndexB:bodyIndexB; + c->m_childIndexA = -1; + c->m_childIndexB = -1; + + switch (numReducedPoints) + { + case 4: + c->m_worldPosB[3] = contactPoints[contactIdx.w]; + case 3: + c->m_worldPosB[2] = contactPoints[contactIdx.z]; + case 2: + c->m_worldPosB[1] = contactPoints[contactIdx.y]; + case 1: + c->m_worldPosB[0] = contactPoints[contactIdx.x]; + default: + { + } + }; + + GET_NPOINTS(*c) = numReducedPoints; + }//if (dstIdx < numPairs) + } + + return resultIndex; +} + + +void computeContactPlaneSphere(int pairIndex, + int bodyIndexA, int bodyIndexB, + int collidableIndexA, int collidableIndexB, + __global const BodyData* rigidBodies, + __global const btCollidableGpu* collidables, + __global const btGpuFace* faces, + __global struct b3Contact4Data* restrict globalContactsOut, + counter32_t nGlobalContactsOut, + int maxContactCapacity) +{ + float4 planeEq = faces[collidables[collidableIndexA].m_shapeIndex].m_plane; + float radius = collidables[collidableIndexB].m_radius; + float4 posA1 = rigidBodies[bodyIndexA].m_pos; + float4 ornA1 = rigidBodies[bodyIndexA].m_quat; + float4 posB1 = rigidBodies[bodyIndexB].m_pos; + float4 ornB1 = rigidBodies[bodyIndexB].m_quat; + + bool hasCollision = false; + float4 planeNormal1 = make_float4(planeEq.x,planeEq.y,planeEq.z,0.f); + float planeConstant = planeEq.w; + float4 convexInPlaneTransPos1; Quaternion convexInPlaneTransOrn1; + { + float4 invPosA;Quaternion invOrnA; + trInverse(posA1,ornA1,&invPosA,&invOrnA); + trMul(invPosA,invOrnA,posB1,ornB1,&convexInPlaneTransPos1,&convexInPlaneTransOrn1); + } + float4 planeInConvexPos1; Quaternion planeInConvexOrn1; + { + float4 invPosB;Quaternion invOrnB; + trInverse(posB1,ornB1,&invPosB,&invOrnB); + trMul(invPosB,invOrnB,posA1,ornA1,&planeInConvexPos1,&planeInConvexOrn1); + } + float4 vtx1 = qtRotate(planeInConvexOrn1,-planeNormal1)*radius; + float4 vtxInPlane1 = transform(&vtx1,&convexInPlaneTransPos1,&convexInPlaneTransOrn1); + float distance = dot3F4(planeNormal1,vtxInPlane1) - planeConstant; + hasCollision = distance < 0.f;//m_manifoldPtr->getContactBreakingThreshold(); + if (hasCollision) + { + float4 vtxInPlaneProjected1 = vtxInPlane1 - distance*planeNormal1; + float4 vtxInPlaneWorld1 = transform(&vtxInPlaneProjected1,&posA1,&ornA1); + float4 normalOnSurfaceB1 = qtRotate(ornA1,planeNormal1); + float4 pOnB1 = vtxInPlaneWorld1+normalOnSurfaceB1*distance; + pOnB1.w = distance; + + int dstIdx; + AppendInc( nGlobalContactsOut, dstIdx ); + + if (dstIdx < maxContactCapacity) + { + __global struct b3Contact4Data* c = &globalContactsOut[dstIdx]; + c->m_worldNormalOnB = -normalOnSurfaceB1; + c->m_restituitionCoeffCmp = (0.f*0xffff);c->m_frictionCoeffCmp = (0.7f*0xffff); + c->m_batchIdx = pairIndex; + c->m_bodyAPtrAndSignBit = rigidBodies[bodyIndexA].m_invMass==0?-bodyIndexA:bodyIndexA; + c->m_bodyBPtrAndSignBit = rigidBodies[bodyIndexB].m_invMass==0?-bodyIndexB:bodyIndexB; + c->m_worldPosB[0] = pOnB1; + c->m_childIndexA = -1; + c->m_childIndexB = -1; + GET_NPOINTS(*c) = 1; + }//if (dstIdx < numPairs) + }//if (hasCollision) +} + + +__kernel void primitiveContactsKernel( __global int4* pairs, + __global const BodyData* rigidBodies, + __global const btCollidableGpu* collidables, + __global const ConvexPolyhedronCL* convexShapes, + __global const float4* vertices, + __global const float4* uniqueEdges, + __global const btGpuFace* faces, + __global const int* indices, + __global struct b3Contact4Data* restrict globalContactsOut, + counter32_t nGlobalContactsOut, + int numPairs, int maxContactCapacity) +{ + + int i = get_global_id(0); + int pairIndex = i; + + float4 worldVertsB1[64]; + float4 worldVertsB2[64]; + int capacityWorldVerts = 64; + + float4 localContactsOut[64]; + int localContactCapacity=64; + + float minDist = -1e30f; + float maxDist = 0.02f; + + if (i<numPairs) + { + + int bodyIndexA = pairs[i].x; + int bodyIndexB = pairs[i].y; + + int collidableIndexA = rigidBodies[bodyIndexA].m_collidableIdx; + int collidableIndexB = rigidBodies[bodyIndexB].m_collidableIdx; + + if (collidables[collidableIndexA].m_shapeType == SHAPE_PLANE && + collidables[collidableIndexB].m_shapeType == SHAPE_CONVEX_HULL) + { + + float4 posB; + posB = rigidBodies[bodyIndexB].m_pos; + Quaternion ornB; + ornB = rigidBodies[bodyIndexB].m_quat; + int contactIndex = computeContactPlaneConvex(pairIndex, bodyIndexA, bodyIndexB, collidableIndexA, collidableIndexB, + rigidBodies,collidables,convexShapes,vertices,indices, + faces, globalContactsOut, nGlobalContactsOut,maxContactCapacity, posB,ornB); + if (contactIndex>=0) + pairs[pairIndex].z = contactIndex; + + return; + } + + + if (collidables[collidableIndexA].m_shapeType == SHAPE_CONVEX_HULL && + collidables[collidableIndexB].m_shapeType == SHAPE_PLANE) + { + + float4 posA; + posA = rigidBodies[bodyIndexA].m_pos; + Quaternion ornA; + ornA = rigidBodies[bodyIndexA].m_quat; + + + int contactIndex = computeContactPlaneConvex( pairIndex, bodyIndexB,bodyIndexA, collidableIndexB,collidableIndexA, + rigidBodies,collidables,convexShapes,vertices,indices, + faces, globalContactsOut, nGlobalContactsOut,maxContactCapacity,posA,ornA); + + if (contactIndex>=0) + pairs[pairIndex].z = contactIndex; + + return; + } + + if (collidables[collidableIndexA].m_shapeType == SHAPE_PLANE && + collidables[collidableIndexB].m_shapeType == SHAPE_SPHERE) + { + computeContactPlaneSphere(pairIndex, bodyIndexA, bodyIndexB, collidableIndexA, collidableIndexB, + rigidBodies,collidables,faces, globalContactsOut, nGlobalContactsOut,maxContactCapacity); + return; + } + + + if (collidables[collidableIndexA].m_shapeType == SHAPE_SPHERE && + collidables[collidableIndexB].m_shapeType == SHAPE_PLANE) + { + + + computeContactPlaneSphere( pairIndex, bodyIndexB,bodyIndexA, collidableIndexB,collidableIndexA, + rigidBodies,collidables, + faces, globalContactsOut, nGlobalContactsOut,maxContactCapacity); + + return; + } + + + + + if (collidables[collidableIndexA].m_shapeType == SHAPE_SPHERE && + collidables[collidableIndexB].m_shapeType == SHAPE_CONVEX_HULL) + { + + float4 spherePos = rigidBodies[bodyIndexA].m_pos; + float sphereRadius = collidables[collidableIndexA].m_radius; + float4 convexPos = rigidBodies[bodyIndexB].m_pos; + float4 convexOrn = rigidBodies[bodyIndexB].m_quat; + + computeContactSphereConvex(pairIndex, bodyIndexA, bodyIndexB, collidableIndexA, collidableIndexB, + rigidBodies,collidables,convexShapes,vertices,indices,faces, globalContactsOut, nGlobalContactsOut,maxContactCapacity, + spherePos,sphereRadius,convexPos,convexOrn); + + return; + } + + if (collidables[collidableIndexA].m_shapeType == SHAPE_CONVEX_HULL && + collidables[collidableIndexB].m_shapeType == SHAPE_SPHERE) + { + + float4 spherePos = rigidBodies[bodyIndexB].m_pos; + float sphereRadius = collidables[collidableIndexB].m_radius; + float4 convexPos = rigidBodies[bodyIndexA].m_pos; + float4 convexOrn = rigidBodies[bodyIndexA].m_quat; + + computeContactSphereConvex(pairIndex, bodyIndexB, bodyIndexA, collidableIndexB, collidableIndexA, + rigidBodies,collidables,convexShapes,vertices,indices,faces, globalContactsOut, nGlobalContactsOut,maxContactCapacity, + spherePos,sphereRadius,convexPos,convexOrn); + return; + } + + + + + + + if (collidables[collidableIndexA].m_shapeType == SHAPE_SPHERE && + collidables[collidableIndexB].m_shapeType == SHAPE_SPHERE) + { + //sphere-sphere + float radiusA = collidables[collidableIndexA].m_radius; + float radiusB = collidables[collidableIndexB].m_radius; + float4 posA = rigidBodies[bodyIndexA].m_pos; + float4 posB = rigidBodies[bodyIndexB].m_pos; + + float4 diff = posA-posB; + float len = length(diff); + + ///iff distance positive, don't generate a new contact + if ( len <= (radiusA+radiusB)) + { + ///distance (negative means penetration) + float dist = len - (radiusA+radiusB); + float4 normalOnSurfaceB = make_float4(1.f,0.f,0.f,0.f); + if (len > 0.00001) + { + normalOnSurfaceB = diff / len; + } + float4 contactPosB = posB + normalOnSurfaceB*radiusB; + contactPosB.w = dist; + + int dstIdx; + AppendInc( nGlobalContactsOut, dstIdx ); + + if (dstIdx < maxContactCapacity) + { + __global struct b3Contact4Data* c = &globalContactsOut[dstIdx]; + c->m_worldNormalOnB = normalOnSurfaceB; + c->m_restituitionCoeffCmp = (0.f*0xffff);c->m_frictionCoeffCmp = (0.7f*0xffff); + c->m_batchIdx = pairIndex; + int bodyA = pairs[pairIndex].x; + int bodyB = pairs[pairIndex].y; + c->m_bodyAPtrAndSignBit = rigidBodies[bodyA].m_invMass==0?-bodyA:bodyA; + c->m_bodyBPtrAndSignBit = rigidBodies[bodyB].m_invMass==0?-bodyB:bodyB; + c->m_worldPosB[0] = contactPosB; + c->m_childIndexA = -1; + c->m_childIndexB = -1; + GET_NPOINTS(*c) = 1; + }//if (dstIdx < numPairs) + }//if ( len <= (radiusA+radiusB)) + + return; + }//SHAPE_SPHERE SHAPE_SPHERE + + }// if (i<numPairs) + +} + + +// work-in-progress +__kernel void processCompoundPairsPrimitivesKernel( __global const int4* gpuCompoundPairs, + __global const BodyData* rigidBodies, + __global const btCollidableGpu* collidables, + __global const ConvexPolyhedronCL* convexShapes, + __global const float4* vertices, + __global const float4* uniqueEdges, + __global const btGpuFace* faces, + __global const int* indices, + __global btAabbCL* aabbs, + __global const btGpuChildShape* gpuChildShapes, + __global struct b3Contact4Data* restrict globalContactsOut, + counter32_t nGlobalContactsOut, + int numCompoundPairs, int maxContactCapacity + ) +{ + + int i = get_global_id(0); + if (i<numCompoundPairs) + { + int bodyIndexA = gpuCompoundPairs[i].x; + int bodyIndexB = gpuCompoundPairs[i].y; + + int childShapeIndexA = gpuCompoundPairs[i].z; + int childShapeIndexB = gpuCompoundPairs[i].w; + + int collidableIndexA = -1; + int collidableIndexB = -1; + + float4 ornA = rigidBodies[bodyIndexA].m_quat; + float4 posA = rigidBodies[bodyIndexA].m_pos; + + float4 ornB = rigidBodies[bodyIndexB].m_quat; + float4 posB = rigidBodies[bodyIndexB].m_pos; + + if (childShapeIndexA >= 0) + { + collidableIndexA = gpuChildShapes[childShapeIndexA].m_shapeIndex; + float4 childPosA = gpuChildShapes[childShapeIndexA].m_childPosition; + float4 childOrnA = gpuChildShapes[childShapeIndexA].m_childOrientation; + float4 newPosA = qtRotate(ornA,childPosA)+posA; + float4 newOrnA = qtMul(ornA,childOrnA); + posA = newPosA; + ornA = newOrnA; + } else + { + collidableIndexA = rigidBodies[bodyIndexA].m_collidableIdx; + } + + if (childShapeIndexB>=0) + { + collidableIndexB = gpuChildShapes[childShapeIndexB].m_shapeIndex; + float4 childPosB = gpuChildShapes[childShapeIndexB].m_childPosition; + float4 childOrnB = gpuChildShapes[childShapeIndexB].m_childOrientation; + float4 newPosB = transform(&childPosB,&posB,&ornB); + float4 newOrnB = qtMul(ornB,childOrnB); + posB = newPosB; + ornB = newOrnB; + } else + { + collidableIndexB = rigidBodies[bodyIndexB].m_collidableIdx; + } + + int shapeIndexA = collidables[collidableIndexA].m_shapeIndex; + int shapeIndexB = collidables[collidableIndexB].m_shapeIndex; + + int shapeTypeA = collidables[collidableIndexA].m_shapeType; + int shapeTypeB = collidables[collidableIndexB].m_shapeType; + + int pairIndex = i; + if ((shapeTypeA == SHAPE_PLANE) && (shapeTypeB==SHAPE_CONVEX_HULL)) + { + + computeContactPlaneConvex( pairIndex, bodyIndexA,bodyIndexB, collidableIndexA,collidableIndexB, + rigidBodies,collidables,convexShapes,vertices,indices, + faces, globalContactsOut, nGlobalContactsOut,maxContactCapacity,posB,ornB); + return; + } + + if ((shapeTypeA == SHAPE_CONVEX_HULL) && (shapeTypeB==SHAPE_PLANE)) + { + + computeContactPlaneConvex( pairIndex, bodyIndexB,bodyIndexA, collidableIndexB,collidableIndexA, + rigidBodies,collidables,convexShapes,vertices,indices, + faces, globalContactsOut, nGlobalContactsOut,maxContactCapacity,posA,ornA); + return; + } + + if ((shapeTypeA == SHAPE_CONVEX_HULL) && (shapeTypeB == SHAPE_SPHERE)) + { + float4 spherePos = rigidBodies[bodyIndexB].m_pos; + float sphereRadius = collidables[collidableIndexB].m_radius; + float4 convexPos = posA; + float4 convexOrn = ornA; + + computeContactSphereConvex(pairIndex, bodyIndexB, bodyIndexA , collidableIndexB,collidableIndexA, + rigidBodies,collidables,convexShapes,vertices,indices,faces, globalContactsOut, nGlobalContactsOut,maxContactCapacity, + spherePos,sphereRadius,convexPos,convexOrn); + + return; + } + + if ((shapeTypeA == SHAPE_SPHERE) && (shapeTypeB == SHAPE_CONVEX_HULL)) + { + + float4 spherePos = rigidBodies[bodyIndexA].m_pos; + float sphereRadius = collidables[collidableIndexA].m_radius; + float4 convexPos = posB; + float4 convexOrn = ornB; + + + computeContactSphereConvex(pairIndex, bodyIndexA, bodyIndexB, collidableIndexA, collidableIndexB, + rigidBodies,collidables,convexShapes,vertices,indices,faces, globalContactsOut, nGlobalContactsOut,maxContactCapacity, + spherePos,sphereRadius,convexPos,convexOrn); + + return; + } + }// if (i<numCompoundPairs) +} + + +bool pointInTriangle(const float4* vertices, const float4* normal, float4 *p ) +{ + + const float4* p1 = &vertices[0]; + const float4* p2 = &vertices[1]; + const float4* p3 = &vertices[2]; + + float4 edge1; edge1 = (*p2 - *p1); + float4 edge2; edge2 = ( *p3 - *p2 ); + float4 edge3; edge3 = ( *p1 - *p3 ); + + + float4 p1_to_p; p1_to_p = ( *p - *p1 ); + float4 p2_to_p; p2_to_p = ( *p - *p2 ); + float4 p3_to_p; p3_to_p = ( *p - *p3 ); + + float4 edge1_normal; edge1_normal = ( cross(edge1,*normal)); + float4 edge2_normal; edge2_normal = ( cross(edge2,*normal)); + float4 edge3_normal; edge3_normal = ( cross(edge3,*normal)); + + + + float r1, r2, r3; + r1 = dot(edge1_normal,p1_to_p ); + r2 = dot(edge2_normal,p2_to_p ); + r3 = dot(edge3_normal,p3_to_p ); + + if ( r1 > 0 && r2 > 0 && r3 > 0 ) + return true; + if ( r1 <= 0 && r2 <= 0 && r3 <= 0 ) + return true; + return false; + +} + + +float segmentSqrDistance(float4 from, float4 to,float4 p, float4* nearest) +{ + float4 diff = p - from; + float4 v = to - from; + float t = dot(v,diff); + + if (t > 0) + { + float dotVV = dot(v,v); + if (t < dotVV) + { + t /= dotVV; + diff -= t*v; + } else + { + t = 1; + diff -= v; + } + } else + { + t = 0; + } + *nearest = from + t*v; + return dot(diff,diff); +} + + +void computeContactSphereTriangle(int pairIndex, + int bodyIndexA, int bodyIndexB, + int collidableIndexA, int collidableIndexB, + __global const BodyData* rigidBodies, + __global const btCollidableGpu* collidables, + const float4* triangleVertices, + __global struct b3Contact4Data* restrict globalContactsOut, + counter32_t nGlobalContactsOut, + int maxContactCapacity, + float4 spherePos2, + float radius, + float4 pos, + float4 quat, + int faceIndex + ) +{ + + float4 invPos; + float4 invOrn; + + trInverse(pos,quat, &invPos,&invOrn); + float4 spherePos = transform(&spherePos2,&invPos,&invOrn); + int numFaces = 3; + float4 closestPnt = (float4)(0, 0, 0, 0); + float4 hitNormalWorld = (float4)(0, 0, 0, 0); + float minDist = -1000000.f; + bool bCollide = false; + + + ////////////////////////////////////// + + float4 sphereCenter; + sphereCenter = spherePos; + + const float4* vertices = triangleVertices; + float contactBreakingThreshold = 0.f;//todo? + float radiusWithThreshold = radius + contactBreakingThreshold; + float4 edge10; + edge10 = vertices[1]-vertices[0]; + edge10.w = 0.f;//is this needed? + float4 edge20; + edge20 = vertices[2]-vertices[0]; + edge20.w = 0.f;//is this needed? + float4 normal = cross3(edge10,edge20); + normal = normalize(normal); + float4 p1ToCenter; + p1ToCenter = sphereCenter - vertices[0]; + + float distanceFromPlane = dot(p1ToCenter,normal); + + if (distanceFromPlane < 0.f) + { + //triangle facing the other way + distanceFromPlane *= -1.f; + normal *= -1.f; + } + hitNormalWorld = normal; + + bool isInsideContactPlane = distanceFromPlane < radiusWithThreshold; + + // Check for contact / intersection + bool hasContact = false; + float4 contactPoint; + if (isInsideContactPlane) + { + + if (pointInTriangle(vertices,&normal, &sphereCenter)) + { + // Inside the contact wedge - touches a point on the shell plane + hasContact = true; + contactPoint = sphereCenter - normal*distanceFromPlane; + + } else { + // Could be inside one of the contact capsules + float contactCapsuleRadiusSqr = radiusWithThreshold*radiusWithThreshold; + float4 nearestOnEdge; + int numEdges = 3; + for (int i = 0; i < numEdges; i++) + { + float4 pa =vertices[i]; + float4 pb = vertices[(i+1)%3]; + + float distanceSqr = segmentSqrDistance(pa,pb,sphereCenter, &nearestOnEdge); + if (distanceSqr < contactCapsuleRadiusSqr) + { + // Yep, we're inside a capsule + hasContact = true; + contactPoint = nearestOnEdge; + + } + + } + } + } + + if (hasContact) + { + + closestPnt = contactPoint; + float4 contactToCenter = sphereCenter - contactPoint; + minDist = length(contactToCenter); + if (minDist>FLT_EPSILON) + { + hitNormalWorld = normalize(contactToCenter);//*(1./minDist); + bCollide = true; + } + + } + + + ///////////////////////////////////// + + if (bCollide && minDist > -10000) + { + + float4 normalOnSurfaceB1 = qtRotate(quat,-hitNormalWorld); + float4 pOnB1 = transform(&closestPnt,&pos,&quat); + float actualDepth = minDist-radius; + + + if (actualDepth<=0.f) + { + pOnB1.w = actualDepth; + int dstIdx; + + + float lenSqr = dot3F4(normalOnSurfaceB1,normalOnSurfaceB1); + if (lenSqr>FLT_EPSILON) + { + AppendInc( nGlobalContactsOut, dstIdx ); + + if (dstIdx < maxContactCapacity) + { + __global struct b3Contact4Data* c = &globalContactsOut[dstIdx]; + c->m_worldNormalOnB = -normalOnSurfaceB1; + c->m_restituitionCoeffCmp = (0.f*0xffff);c->m_frictionCoeffCmp = (0.7f*0xffff); + c->m_batchIdx = pairIndex; + c->m_bodyAPtrAndSignBit = rigidBodies[bodyIndexA].m_invMass==0?-bodyIndexA:bodyIndexA; + c->m_bodyBPtrAndSignBit = rigidBodies[bodyIndexB].m_invMass==0?-bodyIndexB:bodyIndexB; + c->m_worldPosB[0] = pOnB1; + + c->m_childIndexA = -1; + c->m_childIndexB = faceIndex; + + GET_NPOINTS(*c) = 1; + } + } + + } + }//if (hasCollision) + +} + + + +// work-in-progress +__kernel void findConcaveSphereContactsKernel( __global int4* concavePairs, + __global const BodyData* rigidBodies, + __global const btCollidableGpu* collidables, + __global const ConvexPolyhedronCL* convexShapes, + __global const float4* vertices, + __global const float4* uniqueEdges, + __global const btGpuFace* faces, + __global const int* indices, + __global btAabbCL* aabbs, + __global struct b3Contact4Data* restrict globalContactsOut, + counter32_t nGlobalContactsOut, + int numConcavePairs, int maxContactCapacity + ) +{ + + int i = get_global_id(0); + if (i>=numConcavePairs) + return; + int pairIdx = i; + + int bodyIndexA = concavePairs[i].x; + int bodyIndexB = concavePairs[i].y; + + int collidableIndexA = rigidBodies[bodyIndexA].m_collidableIdx; + int collidableIndexB = rigidBodies[bodyIndexB].m_collidableIdx; + + int shapeIndexA = collidables[collidableIndexA].m_shapeIndex; + int shapeIndexB = collidables[collidableIndexB].m_shapeIndex; + + if (collidables[collidableIndexB].m_shapeType==SHAPE_SPHERE) + { + int f = concavePairs[i].z; + btGpuFace face = faces[convexShapes[shapeIndexA].m_faceOffset+f]; + + float4 verticesA[3]; + for (int i=0;i<3;i++) + { + int index = indices[face.m_indexOffset+i]; + float4 vert = vertices[convexShapes[shapeIndexA].m_vertexOffset+index]; + verticesA[i] = vert; + } + + float4 spherePos = rigidBodies[bodyIndexB].m_pos; + float sphereRadius = collidables[collidableIndexB].m_radius; + float4 convexPos = rigidBodies[bodyIndexA].m_pos; + float4 convexOrn = rigidBodies[bodyIndexA].m_quat; + + computeContactSphereTriangle(i, bodyIndexB, bodyIndexA, collidableIndexB, collidableIndexA, + rigidBodies,collidables, + verticesA, + globalContactsOut, nGlobalContactsOut,maxContactCapacity, + spherePos,sphereRadius,convexPos,convexOrn, f); + + return; + } +}
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