summaryrefslogtreecommitdiff
path: root/thirdparty/bullet/Bullet3OpenCL/RigidBody/kernels/solverUtils.h
blob: c0173ad9f42ab5f80f16aefe03a54289a0d55edd (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
static const char* solverUtilsCL= \
"/*\n"
"Copyright (c) 2013 Advanced Micro Devices, Inc.  \n"
"This software is provided 'as-is', without any express or implied warranty.\n"
"In no event will the authors be held liable for any damages arising from the use of this software.\n"
"Permission is granted to anyone to use this software for any purpose, \n"
"including commercial applications, and to alter it and redistribute it freely, \n"
"subject to the following restrictions:\n"
"1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.\n"
"2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.\n"
"3. This notice may not be removed or altered from any source distribution.\n"
"*/\n"
"//Originally written by Erwin Coumans\n"
"#ifndef B3_CONTACT4DATA_H\n"
"#define B3_CONTACT4DATA_H\n"
"#ifndef B3_FLOAT4_H\n"
"#define B3_FLOAT4_H\n"
"#ifndef B3_PLATFORM_DEFINITIONS_H\n"
"#define B3_PLATFORM_DEFINITIONS_H\n"
"struct MyTest\n"
"{\n"
"	int bla;\n"
"};\n"
"#ifdef __cplusplus\n"
"#else\n"
"//keep B3_LARGE_FLOAT*B3_LARGE_FLOAT < FLT_MAX\n"
"#define B3_LARGE_FLOAT 1e18f\n"
"#define B3_INFINITY 1e18f\n"
"#define b3Assert(a)\n"
"#define b3ConstArray(a) __global const a*\n"
"#define b3AtomicInc atomic_inc\n"
"#define b3AtomicAdd atomic_add\n"
"#define b3Fabs fabs\n"
"#define b3Sqrt native_sqrt\n"
"#define b3Sin native_sin\n"
"#define b3Cos native_cos\n"
"#define B3_STATIC\n"
"#endif\n"
"#endif\n"
"#ifdef __cplusplus\n"
"#else\n"
"	typedef float4	b3Float4;\n"
"	#define b3Float4ConstArg const b3Float4\n"
"	#define b3MakeFloat4 (float4)\n"
"	float b3Dot3F4(b3Float4ConstArg v0,b3Float4ConstArg v1)\n"
"	{\n"
"		float4 a1 = b3MakeFloat4(v0.xyz,0.f);\n"
"		float4 b1 = b3MakeFloat4(v1.xyz,0.f);\n"
"		return dot(a1, b1);\n"
"	}\n"
"	b3Float4 b3Cross3(b3Float4ConstArg v0,b3Float4ConstArg v1)\n"
"	{\n"
"		float4 a1 = b3MakeFloat4(v0.xyz,0.f);\n"
"		float4 b1 = b3MakeFloat4(v1.xyz,0.f);\n"
"		return cross(a1, b1);\n"
"	}\n"
"	#define b3MinFloat4 min\n"
"	#define b3MaxFloat4 max\n"
"	#define b3Normalized(a) normalize(a)\n"
"#endif \n"
"		\n"
"inline bool b3IsAlmostZero(b3Float4ConstArg v)\n"
"{\n"
"	if(b3Fabs(v.x)>1e-6 || b3Fabs(v.y)>1e-6 || b3Fabs(v.z)>1e-6)	\n"
"		return false;\n"
"	return true;\n"
"}\n"
"inline int    b3MaxDot( b3Float4ConstArg vec, __global const b3Float4* vecArray, int vecLen, float* dotOut )\n"
"{\n"
"    float maxDot = -B3_INFINITY;\n"
"    int i = 0;\n"
"    int ptIndex = -1;\n"
"    for( i = 0; i < vecLen; i++ )\n"
"    {\n"
"        float dot = b3Dot3F4(vecArray[i],vec);\n"
"            \n"
"        if( dot > maxDot )\n"
"        {\n"
"            maxDot = dot;\n"
"            ptIndex = i;\n"
"        }\n"
"    }\n"
"	b3Assert(ptIndex>=0);\n"
"    if (ptIndex<0)\n"
"	{\n"
"		ptIndex = 0;\n"
"	}\n"
"    *dotOut = maxDot;\n"
"    return ptIndex;\n"
"}\n"
"#endif //B3_FLOAT4_H\n"
"typedef  struct b3Contact4Data b3Contact4Data_t;\n"
"struct b3Contact4Data\n"
"{\n"
"	b3Float4	m_worldPosB[4];\n"
"//	b3Float4	m_localPosA[4];\n"
"//	b3Float4	m_localPosB[4];\n"
"	b3Float4	m_worldNormalOnB;	//	w: m_nPoints\n"
"	unsigned short  m_restituitionCoeffCmp;\n"
"	unsigned short  m_frictionCoeffCmp;\n"
"	int m_batchIdx;\n"
"	int m_bodyAPtrAndSignBit;//x:m_bodyAPtr, y:m_bodyBPtr\n"
"	int m_bodyBPtrAndSignBit;\n"
"	int	m_childIndexA;\n"
"	int	m_childIndexB;\n"
"	int m_unused1;\n"
"	int m_unused2;\n"
"};\n"
"inline int b3Contact4Data_getNumPoints(const struct b3Contact4Data* contact)\n"
"{\n"
"	return (int)contact->m_worldNormalOnB.w;\n"
"};\n"
"inline void b3Contact4Data_setNumPoints(struct b3Contact4Data* contact, int numPoints)\n"
"{\n"
"	contact->m_worldNormalOnB.w = (float)numPoints;\n"
"};\n"
"#endif //B3_CONTACT4DATA_H\n"
"#pragma OPENCL EXTENSION cl_amd_printf : enable\n"
"#pragma OPENCL EXTENSION cl_khr_local_int32_base_atomics : enable\n"
"#pragma OPENCL EXTENSION cl_khr_global_int32_base_atomics : enable\n"
"#pragma OPENCL EXTENSION cl_khr_local_int32_extended_atomics : enable\n"
"#pragma OPENCL EXTENSION cl_khr_global_int32_extended_atomics : enable\n"
"#ifdef cl_ext_atomic_counters_32\n"
"#pragma OPENCL EXTENSION cl_ext_atomic_counters_32 : enable\n"
"#else\n"
"#define counter32_t volatile global int*\n"
"#endif\n"
"typedef unsigned int u32;\n"
"typedef unsigned short u16;\n"
"typedef unsigned char u8;\n"
"#define GET_GROUP_IDX get_group_id(0)\n"
"#define GET_LOCAL_IDX get_local_id(0)\n"
"#define GET_GLOBAL_IDX get_global_id(0)\n"
"#define GET_GROUP_SIZE get_local_size(0)\n"
"#define GET_NUM_GROUPS get_num_groups(0)\n"
"#define GROUP_LDS_BARRIER barrier(CLK_LOCAL_MEM_FENCE)\n"
"#define GROUP_MEM_FENCE mem_fence(CLK_LOCAL_MEM_FENCE)\n"
"#define AtomInc(x) atom_inc(&(x))\n"
"#define AtomInc1(x, out) out = atom_inc(&(x))\n"
"#define AppendInc(x, out) out = atomic_inc(x)\n"
"#define AtomAdd(x, value) atom_add(&(x), value)\n"
"#define AtomCmpxhg(x, cmp, value) atom_cmpxchg( &(x), cmp, value )\n"
"#define AtomXhg(x, value) atom_xchg ( &(x), value )\n"
"#define SELECT_UINT4( b, a, condition ) select( b,a,condition )\n"
"#define make_float4 (float4)\n"
"#define make_float2 (float2)\n"
"#define make_uint4 (uint4)\n"
"#define make_int4 (int4)\n"
"#define make_uint2 (uint2)\n"
"#define make_int2 (int2)\n"
"#define max2 max\n"
"#define min2 min\n"
"///////////////////////////////////////\n"
"//	Vector\n"
"///////////////////////////////////////\n"
"__inline\n"
"float fastDiv(float numerator, float denominator)\n"
"{\n"
"	return native_divide(numerator, denominator);	\n"
"//	return numerator/denominator;	\n"
"}\n"
"__inline\n"
"float4 fastDiv4(float4 numerator, float4 denominator)\n"
"{\n"
"	return native_divide(numerator, denominator);	\n"
"}\n"
"__inline\n"
"float fastSqrtf(float f2)\n"
"{\n"
"	return native_sqrt(f2);\n"
"//	return sqrt(f2);\n"
"}\n"
"__inline\n"
"float fastRSqrt(float f2)\n"
"{\n"
"	return native_rsqrt(f2);\n"
"}\n"
"__inline\n"
"float fastLength4(float4 v)\n"
"{\n"
"	return fast_length(v);\n"
"}\n"
"__inline\n"
"float4 fastNormalize4(float4 v)\n"
"{\n"
"	return fast_normalize(v);\n"
"}\n"
"__inline\n"
"float sqrtf(float a)\n"
"{\n"
"//	return sqrt(a);\n"
"	return native_sqrt(a);\n"
"}\n"
"__inline\n"
"float4 cross3(float4 a1, float4 b1)\n"
"{\n"
"	float4 	a=make_float4(a1.xyz,0.f);\n"
"	float4 	b=make_float4(b1.xyz,0.f);\n"
"	//float4 	a=a1;\n"
"	//float4 	b=b1;\n"
"	return cross(a,b);\n"
"}\n"
"__inline\n"
"float dot3F4(float4 a, float4 b)\n"
"{\n"
"	float4 a1 = make_float4(a.xyz,0.f);\n"
"	float4 b1 = make_float4(b.xyz,0.f);\n"
"	return dot(a1, b1);\n"
"}\n"
"__inline\n"
"float length3(const float4 a)\n"
"{\n"
"	return sqrtf(dot3F4(a,a));\n"
"}\n"
"__inline\n"
"float dot4(const float4 a, const float4 b)\n"
"{\n"
"	return dot( a, b );\n"
"}\n"
"//	for height\n"
"__inline\n"
"float dot3w1(const float4 point, const float4 eqn)\n"
"{\n"
"	return dot3F4(point,eqn) + eqn.w;\n"
"}\n"
"__inline\n"
"float4 normalize3(const float4 a)\n"
"{\n"
"	float4 n = make_float4(a.x, a.y, a.z, 0.f);\n"
"	return fastNormalize4( n );\n"
"//	float length = sqrtf(dot3F4(a, a));\n"
"//	return 1.f/length * a;\n"
"}\n"
"__inline\n"
"float4 normalize4(const float4 a)\n"
"{\n"
"	float length = sqrtf(dot4(a, a));\n"
"	return 1.f/length * a;\n"
"}\n"
"__inline\n"
"float4 createEquation(const float4 a, const float4 b, const float4 c)\n"
"{\n"
"	float4 eqn;\n"
"	float4 ab = b-a;\n"
"	float4 ac = c-a;\n"
"	eqn = normalize3( cross3(ab, ac) );\n"
"	eqn.w = -dot3F4(eqn,a);\n"
"	return eqn;\n"
"}\n"
"///////////////////////////////////////\n"
"//	Matrix3x3\n"
"///////////////////////////////////////\n"
"typedef struct\n"
"{\n"
"	float4 m_row[3];\n"
"}Matrix3x3;\n"
"__inline\n"
"Matrix3x3 mtZero();\n"
"__inline\n"
"Matrix3x3 mtIdentity();\n"
"__inline\n"
"Matrix3x3 mtTranspose(Matrix3x3 m);\n"
"__inline\n"
"Matrix3x3 mtMul(Matrix3x3 a, Matrix3x3 b);\n"
"__inline\n"
"float4 mtMul1(Matrix3x3 a, float4 b);\n"
"__inline\n"
"float4 mtMul3(float4 a, Matrix3x3 b);\n"
"__inline\n"
"Matrix3x3 mtZero()\n"
"{\n"
"	Matrix3x3 m;\n"
"	m.m_row[0] = (float4)(0.f);\n"
"	m.m_row[1] = (float4)(0.f);\n"
"	m.m_row[2] = (float4)(0.f);\n"
"	return m;\n"
"}\n"
"__inline\n"
"Matrix3x3 mtIdentity()\n"
"{\n"
"	Matrix3x3 m;\n"
"	m.m_row[0] = (float4)(1,0,0,0);\n"
"	m.m_row[1] = (float4)(0,1,0,0);\n"
"	m.m_row[2] = (float4)(0,0,1,0);\n"
"	return m;\n"
"}\n"
"__inline\n"
"Matrix3x3 mtTranspose(Matrix3x3 m)\n"
"{\n"
"	Matrix3x3 out;\n"
"	out.m_row[0] = (float4)(m.m_row[0].x, m.m_row[1].x, m.m_row[2].x, 0.f);\n"
"	out.m_row[1] = (float4)(m.m_row[0].y, m.m_row[1].y, m.m_row[2].y, 0.f);\n"
"	out.m_row[2] = (float4)(m.m_row[0].z, m.m_row[1].z, m.m_row[2].z, 0.f);\n"
"	return out;\n"
"}\n"
"__inline\n"
"Matrix3x3 mtMul(Matrix3x3 a, Matrix3x3 b)\n"
"{\n"
"	Matrix3x3 transB;\n"
"	transB = mtTranspose( b );\n"
"	Matrix3x3 ans;\n"
"	//	why this doesn't run when 0ing in the for{}\n"
"	a.m_row[0].w = 0.f;\n"
"	a.m_row[1].w = 0.f;\n"
"	a.m_row[2].w = 0.f;\n"
"	for(int i=0; i<3; i++)\n"
"	{\n"
"//	a.m_row[i].w = 0.f;\n"
"		ans.m_row[i].x = dot3F4(a.m_row[i],transB.m_row[0]);\n"
"		ans.m_row[i].y = dot3F4(a.m_row[i],transB.m_row[1]);\n"
"		ans.m_row[i].z = dot3F4(a.m_row[i],transB.m_row[2]);\n"
"		ans.m_row[i].w = 0.f;\n"
"	}\n"
"	return ans;\n"
"}\n"
"__inline\n"
"float4 mtMul1(Matrix3x3 a, float4 b)\n"
"{\n"
"	float4 ans;\n"
"	ans.x = dot3F4( a.m_row[0], b );\n"
"	ans.y = dot3F4( a.m_row[1], b );\n"
"	ans.z = dot3F4( a.m_row[2], b );\n"
"	ans.w = 0.f;\n"
"	return ans;\n"
"}\n"
"__inline\n"
"float4 mtMul3(float4 a, Matrix3x3 b)\n"
"{\n"
"	float4 colx = make_float4(b.m_row[0].x, b.m_row[1].x, b.m_row[2].x, 0);\n"
"	float4 coly = make_float4(b.m_row[0].y, b.m_row[1].y, b.m_row[2].y, 0);\n"
"	float4 colz = make_float4(b.m_row[0].z, b.m_row[1].z, b.m_row[2].z, 0);\n"
"	float4 ans;\n"
"	ans.x = dot3F4( a, colx );\n"
"	ans.y = dot3F4( a, coly );\n"
"	ans.z = dot3F4( a, colz );\n"
"	return ans;\n"
"}\n"
"///////////////////////////////////////\n"
"//	Quaternion\n"
"///////////////////////////////////////\n"
"typedef float4 Quaternion;\n"
"__inline\n"
"Quaternion qtMul(Quaternion a, Quaternion b);\n"
"__inline\n"
"Quaternion qtNormalize(Quaternion in);\n"
"__inline\n"
"float4 qtRotate(Quaternion q, float4 vec);\n"
"__inline\n"
"Quaternion qtInvert(Quaternion q);\n"
"__inline\n"
"Quaternion qtMul(Quaternion a, Quaternion b)\n"
"{\n"
"	Quaternion ans;\n"
"	ans = cross3( a, b );\n"
"	ans += a.w*b+b.w*a;\n"
"//	ans.w = a.w*b.w - (a.x*b.x+a.y*b.y+a.z*b.z);\n"
"	ans.w = a.w*b.w - dot3F4(a, b);\n"
"	return ans;\n"
"}\n"
"__inline\n"
"Quaternion qtNormalize(Quaternion in)\n"
"{\n"
"	return fastNormalize4(in);\n"
"//	in /= length( in );\n"
"//	return in;\n"
"}\n"
"__inline\n"
"float4 qtRotate(Quaternion q, float4 vec)\n"
"{\n"
"	Quaternion qInv = qtInvert( q );\n"
"	float4 vcpy = vec;\n"
"	vcpy.w = 0.f;\n"
"	float4 out = qtMul(qtMul(q,vcpy),qInv);\n"
"	return out;\n"
"}\n"
"__inline\n"
"Quaternion qtInvert(Quaternion q)\n"
"{\n"
"	return (Quaternion)(-q.xyz, q.w);\n"
"}\n"
"__inline\n"
"float4 qtInvRotate(const Quaternion q, float4 vec)\n"
"{\n"
"	return qtRotate( qtInvert( q ), vec );\n"
"}\n"
"#define WG_SIZE 64\n"
"typedef struct\n"
"{\n"
"	float4 m_pos;\n"
"	Quaternion m_quat;\n"
"	float4 m_linVel;\n"
"	float4 m_angVel;\n"
"	u32 m_shapeIdx;\n"
"	float m_invMass;\n"
"	float m_restituitionCoeff;\n"
"	float m_frictionCoeff;\n"
"} Body;\n"
"typedef struct\n"
"{\n"
"	Matrix3x3 m_invInertia;\n"
"	Matrix3x3 m_initInvInertia;\n"
"} Shape;\n"
"typedef struct\n"
"{\n"
"	float4 m_linear;\n"
"	float4 m_worldPos[4];\n"
"	float4 m_center;	\n"
"	float m_jacCoeffInv[4];\n"
"	float m_b[4];\n"
"	float m_appliedRambdaDt[4];\n"
"	float m_fJacCoeffInv[2];	\n"
"	float m_fAppliedRambdaDt[2];	\n"
"	u32 m_bodyA;\n"
"	u32 m_bodyB;\n"
"	int m_batchIdx;\n"
"	u32 m_paddings;\n"
"} Constraint4;\n"
"__kernel void CountBodiesKernel(__global struct b3Contact4Data* manifoldPtr, __global unsigned int* bodyCount, __global int2* contactConstraintOffsets, int numContactManifolds, int fixedBodyIndex)\n"
"{\n"
"	int i = GET_GLOBAL_IDX;\n"
"	\n"
"	if( i < numContactManifolds)\n"
"	{\n"
"		int pa = manifoldPtr[i].m_bodyAPtrAndSignBit;\n"
"		bool isFixedA = (pa <0) || (pa == fixedBodyIndex);\n"
"		int bodyIndexA = abs(pa);\n"
"		if (!isFixedA)\n"
"		{\n"
"			 AtomInc1(bodyCount[bodyIndexA],contactConstraintOffsets[i].x);\n"
"		}\n"
"		barrier(CLK_GLOBAL_MEM_FENCE);\n"
"		int pb = manifoldPtr[i].m_bodyBPtrAndSignBit;\n"
"		bool isFixedB = (pb <0) || (pb == fixedBodyIndex);\n"
"		int bodyIndexB = abs(pb);\n"
"		if (!isFixedB)\n"
"		{\n"
"			AtomInc1(bodyCount[bodyIndexB],contactConstraintOffsets[i].y);\n"
"		} \n"
"	}\n"
"}\n"
"__kernel void ClearVelocitiesKernel(__global float4* linearVelocities,__global float4* angularVelocities, int numSplitBodies)\n"
"{\n"
"	int i = GET_GLOBAL_IDX;\n"
"	\n"
"	if( i < numSplitBodies)\n"
"	{\n"
"		linearVelocities[i] = make_float4(0);\n"
"		angularVelocities[i] = make_float4(0);\n"
"	}\n"
"}\n"
"__kernel void AverageVelocitiesKernel(__global Body* gBodies,__global int* offsetSplitBodies,__global const unsigned int* bodyCount,\n"
"__global float4* deltaLinearVelocities, __global float4* deltaAngularVelocities, int numBodies)\n"
"{\n"
"	int i = GET_GLOBAL_IDX;\n"
"	if (i<numBodies)\n"
"	{\n"
"		if (gBodies[i].m_invMass)\n"
"		{\n"
"			int bodyOffset = offsetSplitBodies[i];\n"
"			int count = bodyCount[i];\n"
"			float factor = 1.f/((float)count);\n"
"			float4 averageLinVel = make_float4(0.f);\n"
"			float4 averageAngVel = make_float4(0.f);\n"
"			\n"
"			for (int j=0;j<count;j++)\n"
"			{\n"
"				averageLinVel += deltaLinearVelocities[bodyOffset+j]*factor;\n"
"				averageAngVel += deltaAngularVelocities[bodyOffset+j]*factor;\n"
"			}\n"
"			\n"
"			for (int j=0;j<count;j++)\n"
"			{\n"
"				deltaLinearVelocities[bodyOffset+j] = averageLinVel;\n"
"				deltaAngularVelocities[bodyOffset+j] = averageAngVel;\n"
"			}\n"
"			\n"
"		}//bodies[i].m_invMass\n"
"	}//i<numBodies\n"
"}\n"
"void setLinearAndAngular( float4 n, float4 r0, float4 r1, float4* linear, float4* angular0, float4* angular1)\n"
"{\n"
"	*linear = make_float4(n.xyz,0.f);\n"
"	*angular0 = cross3(r0, n);\n"
"	*angular1 = -cross3(r1, n);\n"
"}\n"
"float calcRelVel( float4 l0, float4 l1, float4 a0, float4 a1, float4 linVel0, float4 angVel0, float4 linVel1, float4 angVel1 )\n"
"{\n"
"	return dot3F4(l0, linVel0) + dot3F4(a0, angVel0) + dot3F4(l1, linVel1) + dot3F4(a1, angVel1);\n"
"}\n"
"float calcJacCoeff(const float4 linear0, const float4 linear1, const float4 angular0, const float4 angular1,\n"
"					float invMass0, const Matrix3x3* invInertia0, float invMass1, const Matrix3x3* invInertia1, float countA, float countB)\n"
"{\n"
"	//	linear0,1 are normlized\n"
"	float jmj0 = invMass0;//dot3F4(linear0, linear0)*invMass0;\n"
"	float jmj1 = dot3F4(mtMul3(angular0,*invInertia0), angular0);\n"
"	float jmj2 = invMass1;//dot3F4(linear1, linear1)*invMass1;\n"
"	float jmj3 = dot3F4(mtMul3(angular1,*invInertia1), angular1);\n"
"	return -1.f/((jmj0+jmj1)*countA+(jmj2+jmj3)*countB);\n"
"}\n"
"void btPlaneSpace1 (float4 n, float4* p, float4* q);\n"
" void btPlaneSpace1 (float4 n, float4* p, float4* q)\n"
"{\n"
"  if (fabs(n.z) > 0.70710678f) {\n"
"    // choose p in y-z plane\n"
"    float a = n.y*n.y + n.z*n.z;\n"
"    float k = 1.f/sqrt(a);\n"
"    p[0].x = 0;\n"
"	p[0].y = -n.z*k;\n"
"	p[0].z = n.y*k;\n"
"    // set q = n x p\n"
"    q[0].x = a*k;\n"
"	q[0].y = -n.x*p[0].z;\n"
"	q[0].z = n.x*p[0].y;\n"
"  }\n"
"  else {\n"
"    // choose p in x-y plane\n"
"    float a = n.x*n.x + n.y*n.y;\n"
"    float k = 1.f/sqrt(a);\n"
"    p[0].x = -n.y*k;\n"
"	p[0].y = n.x*k;\n"
"	p[0].z = 0;\n"
"    // set q = n x p\n"
"    q[0].x = -n.z*p[0].y;\n"
"	q[0].y = n.z*p[0].x;\n"
"	q[0].z = a*k;\n"
"  }\n"
"}\n"
"void solveContact(__global Constraint4* cs,\n"
"			float4 posA, float4* linVelA, float4* angVelA, float invMassA, Matrix3x3 invInertiaA,\n"
"			float4 posB, float4* linVelB, float4* angVelB, float invMassB, Matrix3x3 invInertiaB,\n"
"			float4* dLinVelA, float4* dAngVelA, float4* dLinVelB, float4* dAngVelB)\n"
"{\n"
"	float minRambdaDt = 0;\n"
"	float maxRambdaDt = FLT_MAX;\n"
"	for(int ic=0; ic<4; ic++)\n"
"	{\n"
"		if( cs->m_jacCoeffInv[ic] == 0.f ) continue;\n"
"		float4 angular0, angular1, linear;\n"
"		float4 r0 = cs->m_worldPos[ic] - posA;\n"
"		float4 r1 = cs->m_worldPos[ic] - posB;\n"
"		setLinearAndAngular( cs->m_linear, r0, r1, &linear, &angular0, &angular1 );\n"
"	\n"
"		float rambdaDt = calcRelVel( cs->m_linear, -cs->m_linear, angular0, angular1, \n"
"			*linVelA+*dLinVelA, *angVelA+*dAngVelA, *linVelB+*dLinVelB, *angVelB+*dAngVelB ) + cs->m_b[ic];\n"
"		rambdaDt *= cs->m_jacCoeffInv[ic];\n"
"		\n"
"		{\n"
"			float prevSum = cs->m_appliedRambdaDt[ic];\n"
"			float updated = prevSum;\n"
"			updated += rambdaDt;\n"
"			updated = max2( updated, minRambdaDt );\n"
"			updated = min2( updated, maxRambdaDt );\n"
"			rambdaDt = updated - prevSum;\n"
"			cs->m_appliedRambdaDt[ic] = updated;\n"
"		}\n"
"			\n"
"		float4 linImp0 = invMassA*linear*rambdaDt;\n"
"		float4 linImp1 = invMassB*(-linear)*rambdaDt;\n"
"		float4 angImp0 = mtMul1(invInertiaA, angular0)*rambdaDt;\n"
"		float4 angImp1 = mtMul1(invInertiaB, angular1)*rambdaDt;\n"
"		\n"
"		if (invMassA)\n"
"		{\n"
"			*dLinVelA += linImp0;\n"
"			*dAngVelA += angImp0;\n"
"		}\n"
"		if (invMassB)\n"
"		{\n"
"			*dLinVelB += linImp1;\n"
"			*dAngVelB += angImp1;\n"
"		}\n"
"	}\n"
"}\n"
"//	solveContactConstraint( gBodies, gShapes, &gConstraints[i] ,contactConstraintOffsets,offsetSplitBodies, deltaLinearVelocities, deltaAngularVelocities);\n"
"void solveContactConstraint(__global Body* gBodies, __global Shape* gShapes, __global Constraint4* ldsCs, \n"
"__global int2* contactConstraintOffsets,__global unsigned int* offsetSplitBodies,\n"
"__global float4* deltaLinearVelocities, __global float4* deltaAngularVelocities)\n"
"{\n"
"	//float frictionCoeff = ldsCs[0].m_linear.w;\n"
"	int aIdx = ldsCs[0].m_bodyA;\n"
"	int bIdx = ldsCs[0].m_bodyB;\n"
"	float4 posA = gBodies[aIdx].m_pos;\n"
"	float4 linVelA = gBodies[aIdx].m_linVel;\n"
"	float4 angVelA = gBodies[aIdx].m_angVel;\n"
"	float invMassA = gBodies[aIdx].m_invMass;\n"
"	Matrix3x3 invInertiaA = gShapes[aIdx].m_invInertia;\n"
"	float4 posB = gBodies[bIdx].m_pos;\n"
"	float4 linVelB = gBodies[bIdx].m_linVel;\n"
"	float4 angVelB = gBodies[bIdx].m_angVel;\n"
"	float invMassB = gBodies[bIdx].m_invMass;\n"
"	Matrix3x3 invInertiaB = gShapes[bIdx].m_invInertia;\n"
"			\n"
"	float4 dLinVelA = make_float4(0,0,0,0);\n"
"	float4 dAngVelA = make_float4(0,0,0,0);\n"
"	float4 dLinVelB = make_float4(0,0,0,0);\n"
"	float4 dAngVelB = make_float4(0,0,0,0);\n"
"			\n"
"	int bodyOffsetA = offsetSplitBodies[aIdx];\n"
"	int constraintOffsetA = contactConstraintOffsets[0].x;\n"
"	int splitIndexA = bodyOffsetA+constraintOffsetA;\n"
"	\n"
"	if (invMassA)\n"
"	{\n"
"		dLinVelA = deltaLinearVelocities[splitIndexA];\n"
"		dAngVelA = deltaAngularVelocities[splitIndexA];\n"
"	}\n"
"	int bodyOffsetB = offsetSplitBodies[bIdx];\n"
"	int constraintOffsetB = contactConstraintOffsets[0].y;\n"
"	int splitIndexB= bodyOffsetB+constraintOffsetB;\n"
"	if (invMassB)\n"
"	{\n"
"		dLinVelB = deltaLinearVelocities[splitIndexB];\n"
"		dAngVelB = deltaAngularVelocities[splitIndexB];\n"
"	}\n"
"	solveContact( ldsCs, posA, &linVelA, &angVelA, invMassA, invInertiaA,\n"
"			posB, &linVelB, &angVelB, invMassB, invInertiaB ,&dLinVelA, &dAngVelA, &dLinVelB, &dAngVelB);\n"
"	if (invMassA)\n"
"	{\n"
"		deltaLinearVelocities[splitIndexA] = dLinVelA;\n"
"		deltaAngularVelocities[splitIndexA] = dAngVelA;\n"
"	} \n"
"	if (invMassB)\n"
"	{\n"
"		deltaLinearVelocities[splitIndexB] = dLinVelB;\n"
"		deltaAngularVelocities[splitIndexB] = dAngVelB;\n"
"	}\n"
"}\n"
"__kernel void SolveContactJacobiKernel(__global Constraint4* gConstraints, __global Body* gBodies, __global Shape* gShapes ,\n"
"__global int2* contactConstraintOffsets,__global unsigned int* offsetSplitBodies,__global float4* deltaLinearVelocities, __global float4* deltaAngularVelocities,\n"
"float deltaTime, float positionDrift, float positionConstraintCoeff, int fixedBodyIndex, int numManifolds\n"
")\n"
"{\n"
"	int i = GET_GLOBAL_IDX;\n"
"	if (i<numManifolds)\n"
"	{\n"
"		solveContactConstraint( gBodies, gShapes, &gConstraints[i] ,&contactConstraintOffsets[i],offsetSplitBodies, deltaLinearVelocities, deltaAngularVelocities);\n"
"	}\n"
"}\n"
"void solveFrictionConstraint(__global Body* gBodies, __global Shape* gShapes, __global Constraint4* ldsCs,\n"
"							__global int2* contactConstraintOffsets,__global unsigned int* offsetSplitBodies,\n"
"							__global float4* deltaLinearVelocities, __global float4* deltaAngularVelocities)\n"
"{\n"
"	float frictionCoeff = 0.7f;//ldsCs[0].m_linear.w;\n"
"	int aIdx = ldsCs[0].m_bodyA;\n"
"	int bIdx = ldsCs[0].m_bodyB;\n"
"	float4 posA = gBodies[aIdx].m_pos;\n"
"	float4 linVelA = gBodies[aIdx].m_linVel;\n"
"	float4 angVelA = gBodies[aIdx].m_angVel;\n"
"	float invMassA = gBodies[aIdx].m_invMass;\n"
"	Matrix3x3 invInertiaA = gShapes[aIdx].m_invInertia;\n"
"	float4 posB = gBodies[bIdx].m_pos;\n"
"	float4 linVelB = gBodies[bIdx].m_linVel;\n"
"	float4 angVelB = gBodies[bIdx].m_angVel;\n"
"	float invMassB = gBodies[bIdx].m_invMass;\n"
"	Matrix3x3 invInertiaB = gShapes[bIdx].m_invInertia;\n"
"	\n"
"	float4 dLinVelA = make_float4(0,0,0,0);\n"
"	float4 dAngVelA = make_float4(0,0,0,0);\n"
"	float4 dLinVelB = make_float4(0,0,0,0);\n"
"	float4 dAngVelB = make_float4(0,0,0,0);\n"
"			\n"
"	int bodyOffsetA = offsetSplitBodies[aIdx];\n"
"	int constraintOffsetA = contactConstraintOffsets[0].x;\n"
"	int splitIndexA = bodyOffsetA+constraintOffsetA;\n"
"	\n"
"	if (invMassA)\n"
"	{\n"
"		dLinVelA = deltaLinearVelocities[splitIndexA];\n"
"		dAngVelA = deltaAngularVelocities[splitIndexA];\n"
"	}\n"
"	int bodyOffsetB = offsetSplitBodies[bIdx];\n"
"	int constraintOffsetB = contactConstraintOffsets[0].y;\n"
"	int splitIndexB= bodyOffsetB+constraintOffsetB;\n"
"	if (invMassB)\n"
"	{\n"
"		dLinVelB = deltaLinearVelocities[splitIndexB];\n"
"		dAngVelB = deltaAngularVelocities[splitIndexB];\n"
"	}\n"
"	{\n"
"		float maxRambdaDt[4] = {FLT_MAX,FLT_MAX,FLT_MAX,FLT_MAX};\n"
"		float minRambdaDt[4] = {0.f,0.f,0.f,0.f};\n"
"		float sum = 0;\n"
"		for(int j=0; j<4; j++)\n"
"		{\n"
"			sum +=ldsCs[0].m_appliedRambdaDt[j];\n"
"		}\n"
"		frictionCoeff = 0.7f;\n"
"		for(int j=0; j<4; j++)\n"
"		{\n"
"			maxRambdaDt[j] = frictionCoeff*sum;\n"
"			minRambdaDt[j] = -maxRambdaDt[j];\n"
"		}\n"
"		\n"
"//		solveFriction( ldsCs, posA, &linVelA, &angVelA, invMassA, invInertiaA,\n"
"//			posB, &linVelB, &angVelB, invMassB, invInertiaB, maxRambdaDt, minRambdaDt );\n"
"		\n"
"		\n"
"		{\n"
"			\n"
"			__global Constraint4* cs = ldsCs;\n"
"			\n"
"			if( cs->m_fJacCoeffInv[0] == 0 && cs->m_fJacCoeffInv[0] == 0 ) return;\n"
"			const float4 center = cs->m_center;\n"
"			\n"
"			float4 n = -cs->m_linear;\n"
"			\n"
"			float4 tangent[2];\n"
"			btPlaneSpace1(n,&tangent[0],&tangent[1]);\n"
"			float4 angular0, angular1, linear;\n"
"			float4 r0 = center - posA;\n"
"			float4 r1 = center - posB;\n"
"			for(int i=0; i<2; i++)\n"
"			{\n"
"				setLinearAndAngular( tangent[i], r0, r1, &linear, &angular0, &angular1 );\n"
"				float rambdaDt = calcRelVel(linear, -linear, angular0, angular1,\n"
"											linVelA+dLinVelA, angVelA+dAngVelA, linVelB+dLinVelB, angVelB+dAngVelB );\n"
"				rambdaDt *= cs->m_fJacCoeffInv[i];\n"
"				\n"
"				{\n"
"					float prevSum = cs->m_fAppliedRambdaDt[i];\n"
"					float updated = prevSum;\n"
"					updated += rambdaDt;\n"
"					updated = max2( updated, minRambdaDt[i] );\n"
"					updated = min2( updated, maxRambdaDt[i] );\n"
"					rambdaDt = updated - prevSum;\n"
"					cs->m_fAppliedRambdaDt[i] = updated;\n"
"				}\n"
"				\n"
"				float4 linImp0 = invMassA*linear*rambdaDt;\n"
"				float4 linImp1 = invMassB*(-linear)*rambdaDt;\n"
"				float4 angImp0 = mtMul1(invInertiaA, angular0)*rambdaDt;\n"
"				float4 angImp1 = mtMul1(invInertiaB, angular1)*rambdaDt;\n"
"				\n"
"				dLinVelA += linImp0;\n"
"				dAngVelA += angImp0;\n"
"				dLinVelB += linImp1;\n"
"				dAngVelB += angImp1;\n"
"			}\n"
"			{	//	angular damping for point constraint\n"
"				float4 ab = normalize3( posB - posA );\n"
"				float4 ac = normalize3( center - posA );\n"
"				if( dot3F4( ab, ac ) > 0.95f  || (invMassA == 0.f || invMassB == 0.f))\n"
"				{\n"
"					float angNA = dot3F4( n, angVelA );\n"
"					float angNB = dot3F4( n, angVelB );\n"
"					\n"
"					dAngVelA -= (angNA*0.1f)*n;\n"
"					dAngVelB -= (angNB*0.1f)*n;\n"
"				}\n"
"			}\n"
"		}\n"
"		\n"
"		\n"
"	}\n"
"	if (invMassA)\n"
"	{\n"
"		deltaLinearVelocities[splitIndexA] = dLinVelA;\n"
"		deltaAngularVelocities[splitIndexA] = dAngVelA;\n"
"	} \n"
"	if (invMassB)\n"
"	{\n"
"		deltaLinearVelocities[splitIndexB] = dLinVelB;\n"
"		deltaAngularVelocities[splitIndexB] = dAngVelB;\n"
"	}\n"
" \n"
"}\n"
"__kernel void SolveFrictionJacobiKernel(__global Constraint4* gConstraints, __global Body* gBodies, __global Shape* gShapes ,\n"
"										__global int2* contactConstraintOffsets,__global unsigned int* offsetSplitBodies,\n"
"										__global float4* deltaLinearVelocities, __global float4* deltaAngularVelocities,\n"
"										float deltaTime, float positionDrift, float positionConstraintCoeff, int fixedBodyIndex, int numManifolds\n"
")\n"
"{\n"
"	int i = GET_GLOBAL_IDX;\n"
"	if (i<numManifolds)\n"
"	{\n"
"		solveFrictionConstraint( gBodies, gShapes, &gConstraints[i] ,&contactConstraintOffsets[i],offsetSplitBodies, deltaLinearVelocities, deltaAngularVelocities);\n"
"	}\n"
"}\n"
"__kernel void UpdateBodyVelocitiesKernel(__global Body* gBodies,__global int* offsetSplitBodies,__global const unsigned int* bodyCount,\n"
"									__global float4* deltaLinearVelocities, __global float4* deltaAngularVelocities, int numBodies)\n"
"{\n"
"	int i = GET_GLOBAL_IDX;\n"
"	if (i<numBodies)\n"
"	{\n"
"		if (gBodies[i].m_invMass)\n"
"		{\n"
"			int bodyOffset = offsetSplitBodies[i];\n"
"			int count = bodyCount[i];\n"
"			if (count)\n"
"			{\n"
"				gBodies[i].m_linVel += deltaLinearVelocities[bodyOffset];\n"
"				gBodies[i].m_angVel += deltaAngularVelocities[bodyOffset];\n"
"			}\n"
"		}\n"
"	}\n"
"}\n"
"void setConstraint4( const float4 posA, const float4 linVelA, const float4 angVelA, float invMassA, const Matrix3x3 invInertiaA,\n"
"	const float4 posB, const float4 linVelB, const float4 angVelB, float invMassB, const Matrix3x3 invInertiaB, \n"
"	__global struct b3Contact4Data* src, float dt, float positionDrift, float positionConstraintCoeff,float countA, float countB,\n"
"	Constraint4* dstC )\n"
"{\n"
"	dstC->m_bodyA = abs(src->m_bodyAPtrAndSignBit);\n"
"	dstC->m_bodyB = abs(src->m_bodyBPtrAndSignBit);\n"
"	float dtInv = 1.f/dt;\n"
"	for(int ic=0; ic<4; ic++)\n"
"	{\n"
"		dstC->m_appliedRambdaDt[ic] = 0.f;\n"
"	}\n"
"	dstC->m_fJacCoeffInv[0] = dstC->m_fJacCoeffInv[1] = 0.f;\n"
"	dstC->m_linear = src->m_worldNormalOnB;\n"
"	dstC->m_linear.w = 0.7f ;//src->getFrictionCoeff() );\n"
"	for(int ic=0; ic<4; ic++)\n"
"	{\n"
"		float4 r0 = src->m_worldPosB[ic] - posA;\n"
"		float4 r1 = src->m_worldPosB[ic] - posB;\n"
"		if( ic >= src->m_worldNormalOnB.w )//npoints\n"
"		{\n"
"			dstC->m_jacCoeffInv[ic] = 0.f;\n"
"			continue;\n"
"		}\n"
"		float relVelN;\n"
"		{\n"
"			float4 linear, angular0, angular1;\n"
"			setLinearAndAngular(src->m_worldNormalOnB, r0, r1, &linear, &angular0, &angular1);\n"
"			dstC->m_jacCoeffInv[ic] = calcJacCoeff(linear, -linear, angular0, angular1,\n"
"				invMassA, &invInertiaA, invMassB, &invInertiaB , countA, countB);\n"
"			relVelN = calcRelVel(linear, -linear, angular0, angular1,\n"
"				linVelA, angVelA, linVelB, angVelB);\n"
"			float e = 0.f;//src->getRestituitionCoeff();\n"
"			if( relVelN*relVelN < 0.004f ) e = 0.f;\n"
"			dstC->m_b[ic] = e*relVelN;\n"
"			//float penetration = src->m_worldPosB[ic].w;\n"
"			dstC->m_b[ic] += (src->m_worldPosB[ic].w + positionDrift)*positionConstraintCoeff*dtInv;\n"
"			dstC->m_appliedRambdaDt[ic] = 0.f;\n"
"		}\n"
"	}\n"
"	if( src->m_worldNormalOnB.w > 0 )//npoints\n"
"	{	//	prepare friction\n"
"		float4 center = make_float4(0.f);\n"
"		for(int i=0; i<src->m_worldNormalOnB.w; i++) \n"
"			center += src->m_worldPosB[i];\n"
"		center /= (float)src->m_worldNormalOnB.w;\n"
"		float4 tangent[2];\n"
"		btPlaneSpace1(-src->m_worldNormalOnB,&tangent[0],&tangent[1]);\n"
"		\n"
"		float4 r[2];\n"
"		r[0] = center - posA;\n"
"		r[1] = center - posB;\n"
"		for(int i=0; i<2; i++)\n"
"		{\n"
"			float4 linear, angular0, angular1;\n"
"			setLinearAndAngular(tangent[i], r[0], r[1], &linear, &angular0, &angular1);\n"
"			dstC->m_fJacCoeffInv[i] = calcJacCoeff(linear, -linear, angular0, angular1,\n"
"				invMassA, &invInertiaA, invMassB, &invInertiaB ,countA, countB);\n"
"			dstC->m_fAppliedRambdaDt[i] = 0.f;\n"
"		}\n"
"		dstC->m_center = center;\n"
"	}\n"
"	for(int i=0; i<4; i++)\n"
"	{\n"
"		if( i<src->m_worldNormalOnB.w )\n"
"		{\n"
"			dstC->m_worldPos[i] = src->m_worldPosB[i];\n"
"		}\n"
"		else\n"
"		{\n"
"			dstC->m_worldPos[i] = make_float4(0.f);\n"
"		}\n"
"	}\n"
"}\n"
"__kernel\n"
"__attribute__((reqd_work_group_size(WG_SIZE,1,1)))\n"
"void ContactToConstraintSplitKernel(__global const struct b3Contact4Data* gContact, __global const Body* gBodies, __global const Shape* gShapes, __global Constraint4* gConstraintOut, \n"
"__global const unsigned int* bodyCount,\n"
"int nContacts,\n"
"float dt,\n"
"float positionDrift,\n"
"float positionConstraintCoeff\n"
")\n"
"{\n"
"	int gIdx = GET_GLOBAL_IDX;\n"
"	\n"
"	if( gIdx < nContacts )\n"
"	{\n"
"		int aIdx = abs(gContact[gIdx].m_bodyAPtrAndSignBit);\n"
"		int bIdx = abs(gContact[gIdx].m_bodyBPtrAndSignBit);\n"
"		float4 posA = gBodies[aIdx].m_pos;\n"
"		float4 linVelA = gBodies[aIdx].m_linVel;\n"
"		float4 angVelA = gBodies[aIdx].m_angVel;\n"
"		float invMassA = gBodies[aIdx].m_invMass;\n"
"		Matrix3x3 invInertiaA = gShapes[aIdx].m_invInertia;\n"
"		float4 posB = gBodies[bIdx].m_pos;\n"
"		float4 linVelB = gBodies[bIdx].m_linVel;\n"
"		float4 angVelB = gBodies[bIdx].m_angVel;\n"
"		float invMassB = gBodies[bIdx].m_invMass;\n"
"		Matrix3x3 invInertiaB = gShapes[bIdx].m_invInertia;\n"
"		Constraint4 cs;\n"
"		float countA = invMassA != 0.f ? (float)bodyCount[aIdx] : 1;\n"
"		float countB = invMassB != 0.f ? (float)bodyCount[bIdx] : 1;\n"
"    	setConstraint4( posA, linVelA, angVelA, invMassA, invInertiaA, posB, linVelB, angVelB, invMassB, invInertiaB,\n"
"			&gContact[gIdx], dt, positionDrift, positionConstraintCoeff,countA,countB,\n"
"			&cs  );\n"
"		\n"
"		cs.m_batchIdx = gContact[gIdx].m_batchIdx;\n"
"		gConstraintOut[gIdx] = cs;\n"
"	}\n"
"}\n"
;