Ported Minkowski Portal Refinement mpr.c from libccd to OpenCL, for bettwe edge-edge performance (and additional contact point for degenerate/high detailed convex shapes)
Removed b3RigidBodyCL, replace by b3RigidBodyData and b3RigidBodyData_t shared between C++ host and OpenCL, Same for b3InertiaCL -> b3InertiaData
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@@ -455,7 +455,7 @@ void setConstraint4( const b3Vector3& posA, const b3Vector3& linVelA, const b3Ve
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void ContactToConstraintKernel(b3Contact4* gContact, b3RigidBodyCL* gBodies, b3InertiaCL* gShapes, b3GpuConstraint4* gConstraintOut, int nContacts,
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void ContactToConstraintKernel(b3Contact4* gContact, b3RigidBodyData* gBodies, b3InertiaData* gShapes, b3GpuConstraint4* gConstraintOut, int nContacts,
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float dt,
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float positionDrift,
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float positionConstraintCoeff, int gIdx, b3AlignedObjectArray<unsigned int>& bodyCount
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@@ -496,7 +496,7 @@ float positionConstraintCoeff, int gIdx, b3AlignedObjectArray<unsigned int>& bod
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}
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void b3GpuJacobiContactSolver::solveGroupHost(b3RigidBodyCL* bodies,b3InertiaCL* inertias,int numBodies,b3Contact4* manifoldPtr, int numManifolds,const b3JacobiSolverInfo& solverInfo)
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void b3GpuJacobiContactSolver::solveGroupHost(b3RigidBodyData* bodies,b3InertiaData* inertias,int numBodies,b3Contact4* manifoldPtr, int numManifolds,const b3JacobiSolverInfo& solverInfo)
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{
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B3_PROFILE("b3GpuJacobiContactSolver::solveGroup");
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@@ -579,8 +579,8 @@ void b3GpuJacobiContactSolver::solveGroupHost(b3RigidBodyCL* bodies,b3InertiaCL*
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float frictionCoeff = contactConstraints[i].getFrictionCoeff();
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int aIdx = (int)contactConstraints[i].m_bodyA;
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int bIdx = (int)contactConstraints[i].m_bodyB;
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b3RigidBodyCL& bodyA = bodies[aIdx];
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b3RigidBodyCL& bodyB = bodies[bIdx];
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b3RigidBodyData& bodyA = bodies[aIdx];
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b3RigidBodyData& bodyB = bodies[bIdx];
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b3Vector3 zero = b3MakeVector3(0,0,0);
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@@ -589,7 +589,7 @@ void b3GpuJacobiContactSolver::solveGroupHost(b3RigidBodyCL* bodies,b3InertiaCL*
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b3Vector3* dlvBPtr=&zero;
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b3Vector3* davBPtr=&zero;
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if (bodyA.getInvMass())
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if (bodyA.m_invMass)
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{
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int bodyOffsetA = offsetSplitBodies[aIdx];
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int constraintOffsetA = contactConstraintOffsets[i].x;
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@@ -598,7 +598,7 @@ void b3GpuJacobiContactSolver::solveGroupHost(b3RigidBodyCL* bodies,b3InertiaCL*
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davAPtr = &deltaAngularVelocities[splitIndexA];
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}
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if (bodyB.getInvMass())
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if (bodyB.m_invMass)
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{
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int bodyOffsetB = offsetSplitBodies[bIdx];
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int constraintOffsetB = contactConstraintOffsets[i].y;
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@@ -626,7 +626,7 @@ void b3GpuJacobiContactSolver::solveGroupHost(b3RigidBodyCL* bodies,b3InertiaCL*
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//easy
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for (int i=0;i<numBodies;i++)
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{
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if (bodies[i].getInvMass())
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if (bodies[i].m_invMass)
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{
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int bodyOffset = offsetSplitBodies[i];
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int count = bodyCount[i];
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@@ -667,8 +667,8 @@ void b3GpuJacobiContactSolver::solveGroupHost(b3RigidBodyCL* bodies,b3InertiaCL*
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float frictionCoeff = contactConstraints[i].getFrictionCoeff();
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int aIdx = (int)contactConstraints[i].m_bodyA;
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int bIdx = (int)contactConstraints[i].m_bodyB;
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b3RigidBodyCL& bodyA = bodies[aIdx];
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b3RigidBodyCL& bodyB = bodies[bIdx];
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b3RigidBodyData& bodyA = bodies[aIdx];
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b3RigidBodyData& bodyB = bodies[bIdx];
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b3Vector3 zero = b3MakeVector3(0,0,0);
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@@ -677,7 +677,7 @@ void b3GpuJacobiContactSolver::solveGroupHost(b3RigidBodyCL* bodies,b3InertiaCL*
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b3Vector3* dlvBPtr=&zero;
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b3Vector3* davBPtr=&zero;
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if (bodyA.getInvMass())
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if (bodyA.m_invMass)
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{
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int bodyOffsetA = offsetSplitBodies[aIdx];
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int constraintOffsetA = contactConstraintOffsets[i].x;
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@@ -686,7 +686,7 @@ void b3GpuJacobiContactSolver::solveGroupHost(b3RigidBodyCL* bodies,b3InertiaCL*
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davAPtr = &deltaAngularVelocities[splitIndexA];
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}
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if (bodyB.getInvMass())
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if (bodyB.m_invMass)
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{
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int bodyOffsetB = offsetSplitBodies[bIdx];
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int constraintOffsetB = contactConstraintOffsets[i].y;
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@@ -710,7 +710,7 @@ void b3GpuJacobiContactSolver::solveGroupHost(b3RigidBodyCL* bodies,b3InertiaCL*
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//easy
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for (int i=0;i<numBodies;i++)
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{
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if (bodies[i].getInvMass())
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if (bodies[i].m_invMass)
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{
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int bodyOffset = offsetSplitBodies[i];
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int count = bodyCount[i];
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@@ -740,7 +740,7 @@ void b3GpuJacobiContactSolver::solveGroupHost(b3RigidBodyCL* bodies,b3InertiaCL*
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//easy
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for (int i=0;i<numBodies;i++)
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{
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if (bodies[i].getInvMass())
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if (bodies[i].m_invMass)
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{
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int bodyOffset = offsetSplitBodies[i];
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int count = bodyCount[i];
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@@ -758,7 +758,7 @@ void b3GpuJacobiContactSolver::solveGroupHost(b3RigidBodyCL* bodies,b3InertiaCL*
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void b3GpuJacobiContactSolver::solveContacts(int numBodies, cl_mem bodyBuf, cl_mem inertiaBuf, int numContacts, cl_mem contactBuf, const struct b3Config& config, int static0Index)
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//
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//
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//void b3GpuJacobiContactSolver::solveGroup(b3OpenCLArray<b3RigidBodyCL>* bodies,b3OpenCLArray<b3InertiaCL>* inertias,b3OpenCLArray<b3Contact4>* manifoldPtr,const btJacobiSolverInfo& solverInfo)
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//void b3GpuJacobiContactSolver::solveGroup(b3OpenCLArray<b3RigidBodyData>* bodies,b3OpenCLArray<b3InertiaData>* inertias,b3OpenCLArray<b3Contact4>* manifoldPtr,const btJacobiSolverInfo& solverInfo)
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{
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b3JacobiSolverInfo solverInfo;
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solverInfo.m_fixedBodyIndex = static0Index;
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@@ -947,12 +947,12 @@ void b3GpuJacobiContactSolver::solveContacts(int numBodies, cl_mem bodyBuf, cl_m
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#if 0
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void b3GpuJacobiContactSolver::solveGroupMixed(b3OpenCLArray<b3RigidBodyCL>* bodiesGPU,b3OpenCLArray<b3InertiaCL>* inertiasGPU,b3OpenCLArray<b3Contact4>* manifoldPtrGPU,const btJacobiSolverInfo& solverInfo)
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void b3GpuJacobiContactSolver::solveGroupMixed(b3OpenCLArray<b3RigidBodyData>* bodiesGPU,b3OpenCLArray<b3InertiaData>* inertiasGPU,b3OpenCLArray<b3Contact4>* manifoldPtrGPU,const btJacobiSolverInfo& solverInfo)
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{
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b3AlignedObjectArray<b3RigidBodyCL> bodiesCPU;
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b3AlignedObjectArray<b3RigidBodyData> bodiesCPU;
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bodiesGPU->copyToHost(bodiesCPU);
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b3AlignedObjectArray<b3InertiaCL> inertiasCPU;
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b3AlignedObjectArray<b3InertiaData> inertiasCPU;
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inertiasGPU->copyToHost(inertiasCPU);
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b3AlignedObjectArray<b3Contact4> manifoldPtrCPU;
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manifoldPtrGPU->copyToHost(manifoldPtrCPU);
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@@ -1141,8 +1141,8 @@ void b3GpuJacobiContactSolver::solveGroupMixed(b3OpenCLArray<b3RigidBodyCL>* bo
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float frictionCoeff = contactConstraints[i].getFrictionCoeff();
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int aIdx = (int)contactConstraints[i].m_bodyA;
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int bIdx = (int)contactConstraints[i].m_bodyB;
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b3RigidBodyCL& bodyA = bodiesCPU[aIdx];
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b3RigidBodyCL& bodyB = bodiesCPU[bIdx];
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b3RigidBodyData& bodyA = bodiesCPU[aIdx];
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b3RigidBodyData& bodyB = bodiesCPU[bIdx];
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b3Vector3 zero(0,0,0);
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@@ -1151,7 +1151,7 @@ void b3GpuJacobiContactSolver::solveGroupMixed(b3OpenCLArray<b3RigidBodyCL>* bo
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b3Vector3* dlvBPtr=&zero;
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b3Vector3* davBPtr=&zero;
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if (bodyA.getInvMass())
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if (bodyA.m_invMass)
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{
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int bodyOffsetA = offsetSplitBodies[aIdx];
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int constraintOffsetA = contactConstraintOffsets[i].x;
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@@ -1160,7 +1160,7 @@ void b3GpuJacobiContactSolver::solveGroupMixed(b3OpenCLArray<b3RigidBodyCL>* bo
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davAPtr = &deltaAngularVelocities[splitIndexA];
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}
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if (bodyB.getInvMass())
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if (bodyB.m_invMass)
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{
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int bodyOffsetB = offsetSplitBodies[bIdx];
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int constraintOffsetB = contactConstraintOffsets[i].y;
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@@ -1200,7 +1200,7 @@ void b3GpuJacobiContactSolver::solveGroupMixed(b3OpenCLArray<b3RigidBodyCL>* bo
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//easy
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for (int i=0;i<numBodiesCPU;i++)
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{
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if (bodiesCPU[i].getInvMass())
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if (bodiesCPU[i].m_invMass)
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{
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int bodyOffset = offsetSplitBodies[i];
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int count = bodyCount[i];
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@@ -1263,8 +1263,8 @@ void b3GpuJacobiContactSolver::solveGroupMixed(b3OpenCLArray<b3RigidBodyCL>* bo
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float frictionCoeff = contactConstraints[i].getFrictionCoeff();
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int aIdx = (int)contactConstraints[i].m_bodyA;
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int bIdx = (int)contactConstraints[i].m_bodyB;
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b3RigidBodyCL& bodyA = bodiesCPU[aIdx];
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b3RigidBodyCL& bodyB = bodiesCPU[bIdx];
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b3RigidBodyData& bodyA = bodiesCPU[aIdx];
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b3RigidBodyData& bodyB = bodiesCPU[bIdx];
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b3Vector3 zero(0,0,0);
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@@ -1273,7 +1273,7 @@ void b3GpuJacobiContactSolver::solveGroupMixed(b3OpenCLArray<b3RigidBodyCL>* bo
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b3Vector3* dlvBPtr=&zero;
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b3Vector3* davBPtr=&zero;
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if (bodyA.getInvMass())
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if (bodyA.m_invMass)
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{
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int bodyOffsetA = offsetSplitBodies[aIdx];
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int constraintOffsetA = contactConstraintOffsets[i].x;
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@@ -1282,7 +1282,7 @@ void b3GpuJacobiContactSolver::solveGroupMixed(b3OpenCLArray<b3RigidBodyCL>* bo
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davAPtr = &deltaAngularVelocities[splitIndexA];
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}
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if (bodyB.getInvMass())
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if (bodyB.m_invMass)
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{
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int bodyOffsetB = offsetSplitBodies[bIdx];
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int constraintOffsetB = contactConstraintOffsets[i].y;
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@@ -1319,7 +1319,7 @@ void b3GpuJacobiContactSolver::solveGroupMixed(b3OpenCLArray<b3RigidBodyCL>* bo
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//easy
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for (int i=0;i<numBodiesCPU;i++)
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{
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if (bodiesCPU[i].getInvMass())
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if (bodiesCPU[i].m_invMass)
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{
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int bodyOffset = offsetSplitBodies[i];
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int count = bodyCount[i];
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@@ -1362,7 +1362,7 @@ void b3GpuJacobiContactSolver::solveGroupMixed(b3OpenCLArray<b3RigidBodyCL>* bo
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//easy
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for (int i=0;i<numBodiesCPU;i++)
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{
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if (bodiesCPU[i].getInvMass())
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if (bodiesCPU[i].m_invMass)
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{
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int bodyOffset = offsetSplitBodies[i];
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int count = bodyCount[i];
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