//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project static const char* primitiveContactsKernelsCL= \ "#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" "#define SHAPE_CONVEX_HULL 3\n" "#define SHAPE_PLANE 4\n" "#define SHAPE_CONCAVE_TRIMESH 5\n" "#define SHAPE_COMPOUND_OF_CONVEX_HULLS 6\n" "#define SHAPE_SPHERE 7\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" "#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 max2 max\n" "#define min2 min\n" "typedef unsigned int u32;\n" "typedef struct \n" "{\n" " union\n" " {\n" " float4 m_min;\n" " float m_minElems[4];\n" " int m_minIndices[4];\n" " };\n" " union\n" " {\n" " float4 m_max;\n" " float m_maxElems[4];\n" " int m_maxIndices[4];\n" " };\n" "} btAabbCL;\n" "///keep this in sync with btCollidable.h\n" "typedef struct\n" "{\n" " int m_numChildShapes;\n" " float m_radius;\n" " int m_shapeType;\n" " int m_shapeIndex;\n" " \n" "} btCollidableGpu;\n" "typedef struct\n" "{\n" " float4 m_childPosition;\n" " float4 m_childOrientation;\n" " int m_shapeIndex;\n" " int m_unused0;\n" " int m_unused1;\n" " int m_unused2;\n" "} btGpuChildShape;\n" "#define GET_NPOINTS(x) (x).m_worldNormalOnB.w\n" "typedef struct\n" "{\n" " float4 m_pos;\n" " float4 m_quat;\n" " float4 m_linVel;\n" " float4 m_angVel;\n" " u32 m_collidableIdx; \n" " float m_invMass;\n" " float m_restituitionCoeff;\n" " float m_frictionCoeff;\n" "} BodyData;\n" "typedef struct \n" "{\n" " float4 m_localCenter;\n" " float4 m_extents;\n" " float4 mC;\n" " float4 mE;\n" " \n" " float m_radius;\n" " int m_faceOffset;\n" " int m_numFaces;\n" " int m_numVertices;\n" " \n" " int m_vertexOffset;\n" " int m_uniqueEdgesOffset;\n" " int m_numUniqueEdges;\n" " int m_unused;\n" "} ConvexPolyhedronCL;\n" "typedef struct\n" "{\n" " float4 m_plane;\n" " int m_indexOffset;\n" " int m_numIndices;\n" "} btGpuFace;\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" "__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" "float4 cross3(float4 a, float4 b)\n" "{\n" " return cross(a,b);\n" "}\n" "//#define dot3F4 dot\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" "float4 fastNormalize4(float4 v)\n" "{\n" " return fast_normalize(v);\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" "__inline\n" "float4 transform(const float4* p, const float4* translation, const Quaternion* orientation)\n" "{\n" " return qtRotate( *orientation, *p ) + (*translation);\n" "}\n" "void trInverse(float4 translationIn, Quaternion orientationIn,\n" " float4* translationOut, Quaternion* orientationOut)\n" "{\n" " *orientationOut = qtInvert(orientationIn);\n" " *translationOut = qtRotate(*orientationOut, -translationIn);\n" "}\n" "void trMul(float4 translationA, Quaternion orientationA,\n" " float4 translationB, Quaternion orientationB,\n" " float4* translationOut, Quaternion* orientationOut)\n" "{\n" " *orientationOut = qtMul(orientationA,orientationB);\n" " *translationOut = transform(&translationB,&translationA,&orientationA);\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" "}\n" "__inline float4 lerp3(const float4 a,const float4 b, float t)\n" "{\n" " return make_float4( a.x + (b.x - a.x) * t,\n" " a.y + (b.y - a.y) * t,\n" " a.z + (b.z - a.z) * t,\n" " 0.f);\n" "}\n" "float signedDistanceFromPointToPlane(float4 point, float4 planeEqn, float4* closestPointOnFace)\n" "{\n" " float4 n = (float4)(planeEqn.x, planeEqn.y, planeEqn.z, 0);\n" " float dist = dot3F4(n, point) + planeEqn.w;\n" " *closestPointOnFace = point - dist * n;\n" " return dist;\n" "}\n" "inline bool IsPointInPolygon(float4 p, \n" " const btGpuFace* face,\n" " __global const float4* baseVertex,\n" " __global const int* convexIndices,\n" " float4* out)\n" "{\n" " float4 a;\n" " float4 b;\n" " float4 ab;\n" " float4 ap;\n" " float4 v;\n" " float4 plane = make_float4(face->m_plane.x,face->m_plane.y,face->m_plane.z,0.f);\n" " \n" " if (face->m_numIndices<2)\n" " return false;\n" " \n" " float4 v0 = baseVertex[convexIndices[face->m_indexOffset + face->m_numIndices-1]];\n" " \n" " b = v0;\n" " for(unsigned i=0; i != face->m_numIndices; ++i)\n" " {\n" " a = b;\n" " float4 vi = baseVertex[convexIndices[face->m_indexOffset + i]];\n" " b = vi;\n" " ab = b-a;\n" " ap = p-a;\n" " v = cross3(ab,plane);\n" " if (dot(ap, v) > 0.f)\n" " {\n" " float ab_m2 = dot(ab, ab);\n" " float rt = ab_m2 != 0.f ? dot(ab, ap) / ab_m2 : 0.f;\n" " if (rt <= 0.f)\n" " {\n" " *out = a;\n" " }\n" " else if (rt >= 1.f) \n" " {\n" " *out = b;\n" " }\n" " else\n" " {\n" " float s = 1.f - rt;\n" " out[0].x = s * a.x + rt * b.x;\n" " out[0].y = s * a.y + rt * b.y;\n" " out[0].z = s * a.z + rt * b.z;\n" " }\n" " return false;\n" " }\n" " }\n" " return true;\n" "}\n" "void computeContactSphereConvex(int pairIndex,\n" " int bodyIndexA, int bodyIndexB, \n" " int collidableIndexA, int collidableIndexB, \n" " __global const BodyData* rigidBodies, \n" " __global const btCollidableGpu* collidables,\n" " __global const ConvexPolyhedronCL* convexShapes,\n" " __global const float4* convexVertices,\n" " __global const int* convexIndices,\n" " __global const btGpuFace* faces,\n" " __global struct b3Contact4Data* restrict globalContactsOut,\n" " counter32_t nGlobalContactsOut,\n" " int maxContactCapacity,\n" " float4 spherePos2,\n" " float radius,\n" " float4 pos,\n" " float4 quat\n" " )\n" "{\n" " float4 invPos;\n" " float4 invOrn;\n" " trInverse(pos,quat, &invPos,&invOrn);\n" " float4 spherePos = transform(&spherePos2,&invPos,&invOrn);\n" " int shapeIndex = collidables[collidableIndexB].m_shapeIndex;\n" " int numFaces = convexShapes[shapeIndex].m_numFaces;\n" " float4 closestPnt = (float4)(0, 0, 0, 0);\n" " float4 hitNormalWorld = (float4)(0, 0, 0, 0);\n" " float minDist = -1000000.f;\n" " bool bCollide = true;\n" " for ( int f = 0; f < numFaces; f++ )\n" " {\n" " btGpuFace face = faces[convexShapes[shapeIndex].m_faceOffset+f];\n" " // set up a plane equation \n" " float4 planeEqn;\n" " float4 n1 = face.m_plane;\n" " n1.w = 0.f;\n" " planeEqn = n1;\n" " planeEqn.w = face.m_plane.w;\n" " \n" " \n" " // compute a signed distance from the vertex in cloth to the face of rigidbody.\n" " float4 pntReturn;\n" " float dist = signedDistanceFromPointToPlane(spherePos, planeEqn, &pntReturn);\n" " // If the distance is positive, the plane is a separating plane. \n" " if ( dist > radius )\n" " {\n" " bCollide = false;\n" " break;\n" " }\n" " if (dist>0)\n" " {\n" " //might hit an edge or vertex\n" " float4 out;\n" " float4 zeroPos = make_float4(0,0,0,0);\n" " bool isInPoly = IsPointInPolygon(spherePos,\n" " &face,\n" " &convexVertices[convexShapes[shapeIndex].m_vertexOffset],\n" " convexIndices,\n" " &out);\n" " if (isInPoly)\n" " {\n" " if (dist>minDist)\n" " {\n" " minDist = dist;\n" " closestPnt = pntReturn;\n" " hitNormalWorld = planeEqn;\n" " \n" " }\n" " } else\n" " {\n" " float4 tmp = spherePos-out;\n" " float l2 = dot(tmp,tmp);\n" " if (l2minDist)\n" " {\n" " minDist = dist;\n" " closestPnt = out;\n" " hitNormalWorld = tmp/dist;\n" " \n" " }\n" " \n" " } else\n" " {\n" " bCollide = false;\n" " break;\n" " }\n" " }\n" " } else\n" " {\n" " if ( dist > minDist )\n" " {\n" " minDist = dist;\n" " closestPnt = pntReturn;\n" " hitNormalWorld.xyz = planeEqn.xyz;\n" " }\n" " }\n" " \n" " }\n" " \n" " if (bCollide && minDist > -10000)\n" " {\n" " float4 normalOnSurfaceB1 = qtRotate(quat,-hitNormalWorld);\n" " float4 pOnB1 = transform(&closestPnt,&pos,&quat);\n" " \n" " float actualDepth = minDist-radius;\n" " if (actualDepth<=0.f)\n" " {\n" " \n" " pOnB1.w = actualDepth;\n" " int dstIdx;\n" " AppendInc( nGlobalContactsOut, dstIdx );\n" " \n" " \n" " if (1)//dstIdx < maxContactCapacity)\n" " {\n" " __global struct b3Contact4Data* c = &globalContactsOut[dstIdx];\n" " c->m_worldNormalOnB = -normalOnSurfaceB1;\n" " c->m_restituitionCoeffCmp = (0.f*0xffff);c->m_frictionCoeffCmp = (0.7f*0xffff);\n" " c->m_batchIdx = pairIndex;\n" " c->m_bodyAPtrAndSignBit = rigidBodies[bodyIndexA].m_invMass==0?-bodyIndexA:bodyIndexA;\n" " c->m_bodyBPtrAndSignBit = rigidBodies[bodyIndexB].m_invMass==0?-bodyIndexB:bodyIndexB;\n" " c->m_worldPosB[0] = pOnB1;\n" " c->m_childIndexA = -1;\n" " c->m_childIndexB = -1;\n" " GET_NPOINTS(*c) = 1;\n" " } \n" " }\n" " }//if (hasCollision)\n" "}\n" " \n" "int extractManifoldSequential(const float4* p, int nPoints, float4 nearNormal, int4* contactIdx)\n" "{\n" " if( nPoints == 0 )\n" " return 0;\n" " \n" " if (nPoints <=4)\n" " return nPoints;\n" " \n" " \n" " if (nPoints >64)\n" " nPoints = 64;\n" " \n" " float4 center = make_float4(0.f);\n" " {\n" " \n" " for (int i=0;im_numVertices;i++)\n" " {\n" " float4 vtx = convexVertices[hullB->m_vertexOffset+i];\n" " float curDot = dot(vtx,planeNormalInConvex);\n" " if (curDot>maxDot)\n" " {\n" " hitVertex=i;\n" " maxDot=curDot;\n" " hitVtx = vtx;\n" " //make sure the deepest points is always included\n" " if (numPoints==MAX_PLANE_CONVEX_POINTS)\n" " numPoints--;\n" " }\n" " if (numPoints4)\n" " {\n" " numReducedPoints = extractManifoldSequential( contactPoints, numPoints, planeNormalInConvex, &contactIdx);\n" " }\n" " if (numReducedPoints>0)\n" " {\n" " int dstIdx;\n" " AppendInc( nGlobalContactsOut, dstIdx );\n" " if (dstIdx < maxContactCapacity)\n" " {\n" " resultIndex = dstIdx;\n" " __global struct b3Contact4Data* c = &globalContactsOut[dstIdx];\n" " c->m_worldNormalOnB = -planeNormalWorld;\n" " //c->setFrictionCoeff(0.7);\n" " //c->setRestituitionCoeff(0.f);\n" " c->m_restituitionCoeffCmp = (0.f*0xffff);c->m_frictionCoeffCmp = (0.7f*0xffff);\n" " c->m_batchIdx = pairIndex;\n" " c->m_bodyAPtrAndSignBit = rigidBodies[bodyIndexA].m_invMass==0?-bodyIndexA:bodyIndexA;\n" " c->m_bodyBPtrAndSignBit = rigidBodies[bodyIndexB].m_invMass==0?-bodyIndexB:bodyIndexB;\n" " c->m_childIndexA = -1;\n" " c->m_childIndexB = -1;\n" " switch (numReducedPoints)\n" " {\n" " case 4:\n" " c->m_worldPosB[3] = contactPoints[contactIdx.w];\n" " case 3:\n" " c->m_worldPosB[2] = contactPoints[contactIdx.z];\n" " case 2:\n" " c->m_worldPosB[1] = contactPoints[contactIdx.y];\n" " case 1:\n" " c->m_worldPosB[0] = contactPoints[contactIdx.x];\n" " default:\n" " {\n" " }\n" " };\n" " \n" " GET_NPOINTS(*c) = numReducedPoints;\n" " }//if (dstIdx < numPairs)\n" " } \n" " return resultIndex;\n" "}\n" "void computeContactPlaneSphere(int pairIndex,\n" " int bodyIndexA, int bodyIndexB, \n" " int collidableIndexA, int collidableIndexB, \n" " __global const BodyData* rigidBodies, \n" " __global const btCollidableGpu* collidables,\n" " __global const btGpuFace* faces,\n" " __global struct b3Contact4Data* restrict globalContactsOut,\n" " counter32_t nGlobalContactsOut,\n" " int maxContactCapacity)\n" "{\n" " float4 planeEq = faces[collidables[collidableIndexA].m_shapeIndex].m_plane;\n" " float radius = collidables[collidableIndexB].m_radius;\n" " float4 posA1 = rigidBodies[bodyIndexA].m_pos;\n" " float4 ornA1 = rigidBodies[bodyIndexA].m_quat;\n" " float4 posB1 = rigidBodies[bodyIndexB].m_pos;\n" " float4 ornB1 = rigidBodies[bodyIndexB].m_quat;\n" " \n" " bool hasCollision = false;\n" " float4 planeNormal1 = make_float4(planeEq.x,planeEq.y,planeEq.z,0.f);\n" " float planeConstant = planeEq.w;\n" " float4 convexInPlaneTransPos1; Quaternion convexInPlaneTransOrn1;\n" " {\n" " float4 invPosA;Quaternion invOrnA;\n" " trInverse(posA1,ornA1,&invPosA,&invOrnA);\n" " trMul(invPosA,invOrnA,posB1,ornB1,&convexInPlaneTransPos1,&convexInPlaneTransOrn1);\n" " }\n" " float4 planeInConvexPos1; Quaternion planeInConvexOrn1;\n" " {\n" " float4 invPosB;Quaternion invOrnB;\n" " trInverse(posB1,ornB1,&invPosB,&invOrnB);\n" " trMul(invPosB,invOrnB,posA1,ornA1,&planeInConvexPos1,&planeInConvexOrn1); \n" " }\n" " float4 vtx1 = qtRotate(planeInConvexOrn1,-planeNormal1)*radius;\n" " float4 vtxInPlane1 = transform(&vtx1,&convexInPlaneTransPos1,&convexInPlaneTransOrn1);\n" " float distance = dot3F4(planeNormal1,vtxInPlane1) - planeConstant;\n" " hasCollision = distance < 0.f;//m_manifoldPtr->getContactBreakingThreshold();\n" " if (hasCollision)\n" " {\n" " float4 vtxInPlaneProjected1 = vtxInPlane1 - distance*planeNormal1;\n" " float4 vtxInPlaneWorld1 = transform(&vtxInPlaneProjected1,&posA1,&ornA1);\n" " float4 normalOnSurfaceB1 = qtRotate(ornA1,planeNormal1);\n" " float4 pOnB1 = vtxInPlaneWorld1+normalOnSurfaceB1*distance;\n" " pOnB1.w = distance;\n" " int dstIdx;\n" " AppendInc( nGlobalContactsOut, dstIdx );\n" " \n" " if (dstIdx < maxContactCapacity)\n" " {\n" " __global struct b3Contact4Data* c = &globalContactsOut[dstIdx];\n" " c->m_worldNormalOnB = -normalOnSurfaceB1;\n" " c->m_restituitionCoeffCmp = (0.f*0xffff);c->m_frictionCoeffCmp = (0.7f*0xffff);\n" " c->m_batchIdx = pairIndex;\n" " c->m_bodyAPtrAndSignBit = rigidBodies[bodyIndexA].m_invMass==0?-bodyIndexA:bodyIndexA;\n" " c->m_bodyBPtrAndSignBit = rigidBodies[bodyIndexB].m_invMass==0?-bodyIndexB:bodyIndexB;\n" " c->m_worldPosB[0] = pOnB1;\n" " c->m_childIndexA = -1;\n" " c->m_childIndexB = -1;\n" " GET_NPOINTS(*c) = 1;\n" " }//if (dstIdx < numPairs)\n" " }//if (hasCollision)\n" "}\n" "__kernel void primitiveContactsKernel( __global int4* pairs, \n" " __global const BodyData* rigidBodies, \n" " __global const btCollidableGpu* collidables,\n" " __global const ConvexPolyhedronCL* convexShapes, \n" " __global const float4* vertices,\n" " __global const float4* uniqueEdges,\n" " __global const btGpuFace* faces,\n" " __global const int* indices,\n" " __global struct b3Contact4Data* restrict globalContactsOut,\n" " counter32_t nGlobalContactsOut,\n" " int numPairs, int maxContactCapacity)\n" "{\n" " int i = get_global_id(0);\n" " int pairIndex = i;\n" " \n" " float4 worldVertsB1[64];\n" " float4 worldVertsB2[64];\n" " int capacityWorldVerts = 64; \n" " float4 localContactsOut[64];\n" " int localContactCapacity=64;\n" " \n" " float minDist = -1e30f;\n" " float maxDist = 0.02f;\n" " if (i=0)\n" " pairs[pairIndex].z = contactIndex;\n" " return;\n" " }\n" " if (collidables[collidableIndexA].m_shapeType == SHAPE_CONVEX_HULL &&\n" " collidables[collidableIndexB].m_shapeType == SHAPE_PLANE)\n" " {\n" " float4 posA;\n" " posA = rigidBodies[bodyIndexA].m_pos;\n" " Quaternion ornA;\n" " ornA = rigidBodies[bodyIndexA].m_quat;\n" " int contactIndex = computeContactPlaneConvex( pairIndex, bodyIndexB,bodyIndexA, collidableIndexB,collidableIndexA, \n" " rigidBodies,collidables,convexShapes,vertices,indices,\n" " faces, globalContactsOut, nGlobalContactsOut,maxContactCapacity,posA,ornA);\n" " if (contactIndex>=0)\n" " pairs[pairIndex].z = contactIndex;\n" " return;\n" " }\n" " if (collidables[collidableIndexA].m_shapeType == SHAPE_PLANE &&\n" " collidables[collidableIndexB].m_shapeType == SHAPE_SPHERE)\n" " {\n" " computeContactPlaneSphere(pairIndex, bodyIndexA, bodyIndexB, collidableIndexA, collidableIndexB, \n" " rigidBodies,collidables,faces, globalContactsOut, nGlobalContactsOut,maxContactCapacity);\n" " return;\n" " }\n" " if (collidables[collidableIndexA].m_shapeType == SHAPE_SPHERE &&\n" " collidables[collidableIndexB].m_shapeType == SHAPE_PLANE)\n" " {\n" " computeContactPlaneSphere( pairIndex, bodyIndexB,bodyIndexA, collidableIndexB,collidableIndexA, \n" " rigidBodies,collidables,\n" " faces, globalContactsOut, nGlobalContactsOut,maxContactCapacity);\n" " return;\n" " }\n" " \n" " \n" " if (collidables[collidableIndexA].m_shapeType == SHAPE_SPHERE &&\n" " collidables[collidableIndexB].m_shapeType == SHAPE_CONVEX_HULL)\n" " {\n" " \n" " float4 spherePos = rigidBodies[bodyIndexA].m_pos;\n" " float sphereRadius = collidables[collidableIndexA].m_radius;\n" " float4 convexPos = rigidBodies[bodyIndexB].m_pos;\n" " float4 convexOrn = rigidBodies[bodyIndexB].m_quat;\n" " computeContactSphereConvex(pairIndex, bodyIndexA, bodyIndexB, collidableIndexA, collidableIndexB, \n" " rigidBodies,collidables,convexShapes,vertices,indices,faces, globalContactsOut, nGlobalContactsOut,maxContactCapacity,\n" " spherePos,sphereRadius,convexPos,convexOrn);\n" " return;\n" " }\n" " if (collidables[collidableIndexA].m_shapeType == SHAPE_CONVEX_HULL &&\n" " collidables[collidableIndexB].m_shapeType == SHAPE_SPHERE)\n" " {\n" " \n" " float4 spherePos = rigidBodies[bodyIndexB].m_pos;\n" " float sphereRadius = collidables[collidableIndexB].m_radius;\n" " float4 convexPos = rigidBodies[bodyIndexA].m_pos;\n" " float4 convexOrn = rigidBodies[bodyIndexA].m_quat;\n" " computeContactSphereConvex(pairIndex, bodyIndexB, bodyIndexA, collidableIndexB, collidableIndexA, \n" " rigidBodies,collidables,convexShapes,vertices,indices,faces, globalContactsOut, nGlobalContactsOut,maxContactCapacity,\n" " spherePos,sphereRadius,convexPos,convexOrn);\n" " return;\n" " }\n" " \n" " \n" " \n" " \n" " \n" " \n" " if (collidables[collidableIndexA].m_shapeType == SHAPE_SPHERE &&\n" " collidables[collidableIndexB].m_shapeType == SHAPE_SPHERE)\n" " {\n" " //sphere-sphere\n" " float radiusA = collidables[collidableIndexA].m_radius;\n" " float radiusB = collidables[collidableIndexB].m_radius;\n" " float4 posA = rigidBodies[bodyIndexA].m_pos;\n" " float4 posB = rigidBodies[bodyIndexB].m_pos;\n" " float4 diff = posA-posB;\n" " float len = length(diff);\n" " \n" " ///iff distance positive, don't generate a new contact\n" " if ( len <= (radiusA+radiusB))\n" " {\n" " ///distance (negative means penetration)\n" " float dist = len - (radiusA+radiusB);\n" " float4 normalOnSurfaceB = make_float4(1.f,0.f,0.f,0.f);\n" " if (len > 0.00001)\n" " {\n" " normalOnSurfaceB = diff / len;\n" " }\n" " float4 contactPosB = posB + normalOnSurfaceB*radiusB;\n" " contactPosB.w = dist;\n" " \n" " int dstIdx;\n" " AppendInc( nGlobalContactsOut, dstIdx );\n" " \n" " if (dstIdx < maxContactCapacity)\n" " {\n" " __global struct b3Contact4Data* c = &globalContactsOut[dstIdx];\n" " c->m_worldNormalOnB = normalOnSurfaceB;\n" " c->m_restituitionCoeffCmp = (0.f*0xffff);c->m_frictionCoeffCmp = (0.7f*0xffff);\n" " c->m_batchIdx = pairIndex;\n" " int bodyA = pairs[pairIndex].x;\n" " int bodyB = pairs[pairIndex].y;\n" " c->m_bodyAPtrAndSignBit = rigidBodies[bodyA].m_invMass==0?-bodyA:bodyA;\n" " c->m_bodyBPtrAndSignBit = rigidBodies[bodyB].m_invMass==0?-bodyB:bodyB;\n" " c->m_worldPosB[0] = contactPosB;\n" " c->m_childIndexA = -1;\n" " c->m_childIndexB = -1;\n" " GET_NPOINTS(*c) = 1;\n" " }//if (dstIdx < numPairs)\n" " }//if ( len <= (radiusA+radiusB))\n" " return;\n" " }//SHAPE_SPHERE SHAPE_SPHERE\n" " }// if (i= 0)\n" " {\n" " collidableIndexA = gpuChildShapes[childShapeIndexA].m_shapeIndex;\n" " float4 childPosA = gpuChildShapes[childShapeIndexA].m_childPosition;\n" " float4 childOrnA = gpuChildShapes[childShapeIndexA].m_childOrientation;\n" " float4 newPosA = qtRotate(ornA,childPosA)+posA;\n" " float4 newOrnA = qtMul(ornA,childOrnA);\n" " posA = newPosA;\n" " ornA = newOrnA;\n" " } else\n" " {\n" " collidableIndexA = rigidBodies[bodyIndexA].m_collidableIdx;\n" " }\n" " \n" " if (childShapeIndexB>=0)\n" " {\n" " collidableIndexB = gpuChildShapes[childShapeIndexB].m_shapeIndex;\n" " float4 childPosB = gpuChildShapes[childShapeIndexB].m_childPosition;\n" " float4 childOrnB = gpuChildShapes[childShapeIndexB].m_childOrientation;\n" " float4 newPosB = transform(&childPosB,&posB,&ornB);\n" " float4 newOrnB = qtMul(ornB,childOrnB);\n" " posB = newPosB;\n" " ornB = newOrnB;\n" " } else\n" " {\n" " collidableIndexB = rigidBodies[bodyIndexB].m_collidableIdx; \n" " }\n" " \n" " int shapeIndexA = collidables[collidableIndexA].m_shapeIndex;\n" " int shapeIndexB = collidables[collidableIndexB].m_shapeIndex;\n" " \n" " int shapeTypeA = collidables[collidableIndexA].m_shapeType;\n" " int shapeTypeB = collidables[collidableIndexB].m_shapeType;\n" " int pairIndex = i;\n" " if ((shapeTypeA == SHAPE_PLANE) && (shapeTypeB==SHAPE_CONVEX_HULL))\n" " {\n" " computeContactPlaneConvex( pairIndex, bodyIndexA,bodyIndexB, collidableIndexA,collidableIndexB, \n" " rigidBodies,collidables,convexShapes,vertices,indices,\n" " faces, globalContactsOut, nGlobalContactsOut,maxContactCapacity,posB,ornB);\n" " return;\n" " }\n" " if ((shapeTypeA == SHAPE_CONVEX_HULL) && (shapeTypeB==SHAPE_PLANE))\n" " {\n" " computeContactPlaneConvex( pairIndex, bodyIndexB,bodyIndexA, collidableIndexB,collidableIndexA, \n" " rigidBodies,collidables,convexShapes,vertices,indices,\n" " faces, globalContactsOut, nGlobalContactsOut,maxContactCapacity,posA,ornA);\n" " return;\n" " }\n" " if ((shapeTypeA == SHAPE_CONVEX_HULL) && (shapeTypeB == SHAPE_SPHERE))\n" " {\n" " float4 spherePos = rigidBodies[bodyIndexB].m_pos;\n" " float sphereRadius = collidables[collidableIndexB].m_radius;\n" " float4 convexPos = posA;\n" " float4 convexOrn = ornA;\n" " \n" " computeContactSphereConvex(pairIndex, bodyIndexB, bodyIndexA , collidableIndexB,collidableIndexA, \n" " rigidBodies,collidables,convexShapes,vertices,indices,faces, globalContactsOut, nGlobalContactsOut,maxContactCapacity,\n" " spherePos,sphereRadius,convexPos,convexOrn);\n" " \n" " return;\n" " }\n" " if ((shapeTypeA == SHAPE_SPHERE) && (shapeTypeB == SHAPE_CONVEX_HULL))\n" " {\n" " float4 spherePos = rigidBodies[bodyIndexA].m_pos;\n" " float sphereRadius = collidables[collidableIndexA].m_radius;\n" " float4 convexPos = posB;\n" " float4 convexOrn = ornB;\n" " \n" " computeContactSphereConvex(pairIndex, bodyIndexA, bodyIndexB, collidableIndexA, collidableIndexB, \n" " rigidBodies,collidables,convexShapes,vertices,indices,faces, globalContactsOut, nGlobalContactsOut,maxContactCapacity,\n" " spherePos,sphereRadius,convexPos,convexOrn);\n" " \n" " return;\n" " }\n" " }// if (i 0 && r2 > 0 && r3 > 0 )\n" " return true;\n" " if ( r1 <= 0 && r2 <= 0 && r3 <= 0 ) \n" " return true;\n" " return false;\n" "}\n" "float segmentSqrDistance(float4 from, float4 to,float4 p, float4* nearest) \n" "{\n" " float4 diff = p - from;\n" " float4 v = to - from;\n" " float t = dot(v,diff);\n" " \n" " if (t > 0) \n" " {\n" " float dotVV = dot(v,v);\n" " if (t < dotVV) \n" " {\n" " t /= dotVV;\n" " diff -= t*v;\n" " } else \n" " {\n" " t = 1;\n" " diff -= v;\n" " }\n" " } else\n" " {\n" " t = 0;\n" " }\n" " *nearest = from + t*v;\n" " return dot(diff,diff); \n" "}\n" "void computeContactSphereTriangle(int pairIndex,\n" " int bodyIndexA, int bodyIndexB,\n" " int collidableIndexA, int collidableIndexB, \n" " __global const BodyData* rigidBodies, \n" " __global const btCollidableGpu* collidables,\n" " const float4* triangleVertices,\n" " __global struct b3Contact4Data* restrict globalContactsOut,\n" " counter32_t nGlobalContactsOut,\n" " int maxContactCapacity,\n" " float4 spherePos2,\n" " float radius,\n" " float4 pos,\n" " float4 quat,\n" " int faceIndex\n" " )\n" "{\n" " float4 invPos;\n" " float4 invOrn;\n" " trInverse(pos,quat, &invPos,&invOrn);\n" " float4 spherePos = transform(&spherePos2,&invPos,&invOrn);\n" " int numFaces = 3;\n" " float4 closestPnt = (float4)(0, 0, 0, 0);\n" " float4 hitNormalWorld = (float4)(0, 0, 0, 0);\n" " float minDist = -1000000.f;\n" " bool bCollide = false;\n" " \n" " //////////////////////////////////////\n" " float4 sphereCenter;\n" " sphereCenter = spherePos;\n" " const float4* vertices = triangleVertices;\n" " float contactBreakingThreshold = 0.f;//todo?\n" " float radiusWithThreshold = radius + contactBreakingThreshold;\n" " float4 edge10;\n" " edge10 = vertices[1]-vertices[0];\n" " edge10.w = 0.f;//is this needed?\n" " float4 edge20;\n" " edge20 = vertices[2]-vertices[0];\n" " edge20.w = 0.f;//is this needed?\n" " float4 normal = cross3(edge10,edge20);\n" " normal = normalize(normal);\n" " float4 p1ToCenter;\n" " p1ToCenter = sphereCenter - vertices[0];\n" " \n" " float distanceFromPlane = dot(p1ToCenter,normal);\n" " if (distanceFromPlane < 0.f)\n" " {\n" " //triangle facing the other way\n" " distanceFromPlane *= -1.f;\n" " normal *= -1.f;\n" " }\n" " hitNormalWorld = normal;\n" " bool isInsideContactPlane = distanceFromPlane < radiusWithThreshold;\n" " \n" " // Check for contact / intersection\n" " bool hasContact = false;\n" " float4 contactPoint;\n" " if (isInsideContactPlane) \n" " {\n" " \n" " if (pointInTriangle(vertices,&normal, &sphereCenter)) \n" " {\n" " // Inside the contact wedge - touches a point on the shell plane\n" " hasContact = true;\n" " contactPoint = sphereCenter - normal*distanceFromPlane;\n" " \n" " } else {\n" " // Could be inside one of the contact capsules\n" " float contactCapsuleRadiusSqr = radiusWithThreshold*radiusWithThreshold;\n" " float4 nearestOnEdge;\n" " int numEdges = 3;\n" " for (int i = 0; i < numEdges; i++) \n" " {\n" " float4 pa =vertices[i];\n" " float4 pb = vertices[(i+1)%3];\n" " float distanceSqr = segmentSqrDistance(pa,pb,sphereCenter, &nearestOnEdge);\n" " if (distanceSqr < contactCapsuleRadiusSqr) \n" " {\n" " // Yep, we're inside a capsule\n" " hasContact = true;\n" " contactPoint = nearestOnEdge;\n" " \n" " }\n" " \n" " }\n" " }\n" " }\n" " if (hasContact) \n" " {\n" " closestPnt = contactPoint;\n" " float4 contactToCenter = sphereCenter - contactPoint;\n" " minDist = length(contactToCenter);\n" " if (minDist>FLT_EPSILON)\n" " {\n" " hitNormalWorld = normalize(contactToCenter);//*(1./minDist);\n" " bCollide = true;\n" " }\n" " \n" " }\n" " /////////////////////////////////////\n" " if (bCollide && minDist > -10000)\n" " {\n" " \n" " float4 normalOnSurfaceB1 = qtRotate(quat,-hitNormalWorld);\n" " float4 pOnB1 = transform(&closestPnt,&pos,&quat);\n" " float actualDepth = minDist-radius;\n" " \n" " if (actualDepth<=0.f)\n" " {\n" " pOnB1.w = actualDepth;\n" " int dstIdx;\n" " \n" " float lenSqr = dot3F4(normalOnSurfaceB1,normalOnSurfaceB1);\n" " if (lenSqr>FLT_EPSILON)\n" " {\n" " AppendInc( nGlobalContactsOut, dstIdx );\n" " \n" " if (dstIdx < maxContactCapacity)\n" " {\n" " __global struct b3Contact4Data* c = &globalContactsOut[dstIdx];\n" " c->m_worldNormalOnB = -normalOnSurfaceB1;\n" " c->m_restituitionCoeffCmp = (0.f*0xffff);c->m_frictionCoeffCmp = (0.7f*0xffff);\n" " c->m_batchIdx = pairIndex;\n" " c->m_bodyAPtrAndSignBit = rigidBodies[bodyIndexA].m_invMass==0?-bodyIndexA:bodyIndexA;\n" " c->m_bodyBPtrAndSignBit = rigidBodies[bodyIndexB].m_invMass==0?-bodyIndexB:bodyIndexB;\n" " c->m_worldPosB[0] = pOnB1;\n" " c->m_childIndexA = -1;\n" " c->m_childIndexB = faceIndex;\n" " GET_NPOINTS(*c) = 1;\n" " } \n" " }\n" " }\n" " }//if (hasCollision)\n" "}\n" "// work-in-progress\n" "__kernel void findConcaveSphereContactsKernel( __global int4* concavePairs,\n" " __global const BodyData* rigidBodies,\n" " __global const btCollidableGpu* collidables,\n" " __global const ConvexPolyhedronCL* convexShapes, \n" " __global const float4* vertices,\n" " __global const float4* uniqueEdges,\n" " __global const btGpuFace* faces,\n" " __global const int* indices,\n" " __global btAabbCL* aabbs,\n" " __global struct b3Contact4Data* restrict globalContactsOut,\n" " counter32_t nGlobalContactsOut,\n" " int numConcavePairs, int maxContactCapacity\n" " )\n" "{\n" " int i = get_global_id(0);\n" " if (i>=numConcavePairs)\n" " return;\n" " int pairIdx = i;\n" " int bodyIndexA = concavePairs[i].x;\n" " int bodyIndexB = concavePairs[i].y;\n" " int collidableIndexA = rigidBodies[bodyIndexA].m_collidableIdx;\n" " int collidableIndexB = rigidBodies[bodyIndexB].m_collidableIdx;\n" " int shapeIndexA = collidables[collidableIndexA].m_shapeIndex;\n" " int shapeIndexB = collidables[collidableIndexB].m_shapeIndex;\n" " if (collidables[collidableIndexB].m_shapeType==SHAPE_SPHERE)\n" " {\n" " int f = concavePairs[i].z;\n" " btGpuFace face = faces[convexShapes[shapeIndexA].m_faceOffset+f];\n" " \n" " float4 verticesA[3];\n" " for (int i=0;i<3;i++)\n" " {\n" " int index = indices[face.m_indexOffset+i];\n" " float4 vert = vertices[convexShapes[shapeIndexA].m_vertexOffset+index];\n" " verticesA[i] = vert;\n" " }\n" " float4 spherePos = rigidBodies[bodyIndexB].m_pos;\n" " float sphereRadius = collidables[collidableIndexB].m_radius;\n" " float4 convexPos = rigidBodies[bodyIndexA].m_pos;\n" " float4 convexOrn = rigidBodies[bodyIndexA].m_quat;\n" " computeContactSphereTriangle(i, bodyIndexB, bodyIndexA, collidableIndexB, collidableIndexA, \n" " rigidBodies,collidables,\n" " verticesA,\n" " globalContactsOut, nGlobalContactsOut,maxContactCapacity,\n" " spherePos,sphereRadius,convexPos,convexOrn, f);\n" " return;\n" " }\n" "}\n" ;