change lcpp Lua preprocessor, to keep #defines and comments, remove empty lines

remove duplicate data in b3Contact4 (now in btContact4Data shared between CPU/C++ and OpenCL)
OpenCL kernels use #include "Bullet3Collision/NarrowPhaseCollision/shared/b3Contact4Data.h"
Increase number of batches back to 250 (from 50), need to fix this hard coded number (see https://github.com/erwincoumans/bullet3/issues/12)
Work towards GJK/EPA, in addition to SAT/clipping (early on)
This commit is contained in:
erwincoumans
2013-08-08 12:24:09 -07:00
parent 46a08e3282
commit 3bf003ace1
50 changed files with 920 additions and 2731 deletions

View File

@@ -2,56 +2,37 @@
static const char* solveConstraintRowsCL= \
"/*\n"
"Copyright (c) 2013 Advanced Micro Devices, Inc. \n"
"\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"
"\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"
"\n"
"#define B3_CONSTRAINT_FLAG_ENABLED 1\n"
"\n"
"#define B3_GPU_POINT2POINT_CONSTRAINT_TYPE 3\n"
"#define B3_GPU_FIXED_CONSTRAINT_TYPE 4\n"
"\n"
"#define MOTIONCLAMP 100000 //unused, for debugging/safety in case constraint solver fails\n"
"#define B3_INFINITY 1e30f\n"
"\n"
"#define mymake_float4 (float4)\n"
"\n"
"\n"
"__inline float dot3F4(float4 a, float4 b)\n"
"{\n"
" float4 a1 = mymake_float4(a.xyz,0.f);\n"
" float4 b1 = mymake_float4(b.xyz,0.f);\n"
" return dot(a1, b1);\n"
"}\n"
"\n"
"\n"
"typedef float4 Quaternion;\n"
"\n"
"\n"
"typedef struct\n"
"{\n"
" float4 m_row[3];\n"
"}Matrix3x3;\n"
"\n"
"__inline\n"
"float4 mtMul1(Matrix3x3 a, float4 b);\n"
"\n"
"__inline\n"
"float4 mtMul3(float4 a, Matrix3x3 b);\n"
"\n"
"\n"
"\n"
"\n"
"\n"
"__inline\n"
"float4 mtMul1(Matrix3x3 a, float4 b)\n"
"{\n"
@@ -62,36 +43,28 @@ static const char* solveConstraintRowsCL= \
" ans.w = 0.f;\n"
" return ans;\n"
"}\n"
"\n"
"__inline\n"
"float4 mtMul3(float4 a, Matrix3x3 b)\n"
"{\n"
" float4 colx = mymake_float4(b.m_row[0].x, b.m_row[1].x, b.m_row[2].x, 0);\n"
" float4 coly = mymake_float4(b.m_row[0].y, b.m_row[1].y, b.m_row[2].y, 0);\n"
" float4 colz = mymake_float4(b.m_row[0].z, b.m_row[1].z, b.m_row[2].z, 0);\n"
"\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"
"\n"
"\n"
"typedef struct\n"
"{\n"
" Matrix3x3 m_invInertiaWorld;\n"
" Matrix3x3 m_initInvInertia;\n"
"} BodyInertia;\n"
"\n"
"\n"
"typedef struct\n"
"{\n"
" Matrix3x3 m_basis;//orientation\n"
" float4 m_origin;//transform\n"
"}b3Transform;\n"
"\n"
"typedef struct\n"
"{\n"
"// b3Transform m_worldTransformUnused;\n"
@@ -104,38 +77,30 @@ static const char* solveConstraintRowsCL= \
" float4 m_turnVelocity;\n"
" float4 m_linearVelocity;\n"
" float4 m_angularVelocity;\n"
"\n"
" union \n"
" {\n"
" void* m_originalBody;\n"
" int m_originalBodyIndex;\n"
" };\n"
" int padding[3];\n"
"\n"
"} b3GpuSolverBody;\n"
"\n"
"typedef struct\n"
"{\n"
" float4 m_pos;\n"
" Quaternion m_quat;\n"
" float4 m_linVel;\n"
" float4 m_angVel;\n"
"\n"
" unsigned int m_shapeIdx;\n"
" float m_invMass;\n"
" float m_restituitionCoeff;\n"
" float m_frictionCoeff;\n"
"} b3RigidBodyCL;\n"
"\n"
"typedef struct\n"
"{\n"
"\n"
" float4 m_relpos1CrossNormal;\n"
" float4 m_contactNormal;\n"
"\n"
" float4 m_relpos2CrossNormal;\n"
" //float4 m_contactNormal2;//usually m_contactNormal2 == -m_contactNormal\n"
"\n"
" float4 m_angularComponentA;\n"
" float4 m_angularComponentB;\n"
" \n"
@@ -152,15 +117,11 @@ static const char* solveConstraintRowsCL= \
" float m_upperLimit;\n"
" float m_rhsPenetration;\n"
" int m_originalConstraint;\n"
"\n"
"\n"
" int m_overrideNumSolverIterations;\n"
" int m_frictionIndex;\n"
" int m_solverBodyIdA;\n"
" int m_solverBodyIdB;\n"
"\n"
"} b3SolverConstraint;\n"
"\n"
"typedef struct \n"
"{\n"
" int m_bodyAPtrAndSignBit;\n"
@@ -168,28 +129,18 @@ static const char* solveConstraintRowsCL= \
" int m_originalConstraintIndex;\n"
" int m_batchId;\n"
"} b3BatchConstraint;\n"
"\n"
"\n"
"\n"
"\n"
"\n"
"\n"
"typedef struct \n"
"{\n"
" int m_constraintType;\n"
" int m_rbA;\n"
" int m_rbB;\n"
" float m_breakingImpulseThreshold;\n"
"\n"
" float4 m_pivotInA;\n"
" float4 m_pivotInB;\n"
" Quaternion m_relTargetAB;\n"
"\n"
" int m_flags;\n"
" int m_padding[3];\n"
"} b3GpuGenericConstraint;\n"
"\n"
"\n"
"/*b3Transform getWorldTransform(b3RigidBodyCL* rb)\n"
"{\n"
" b3Transform newTrans;\n"
@@ -197,39 +148,25 @@ static const char* solveConstraintRowsCL= \
" newTrans.setRotation(rb->m_quat);\n"
" return newTrans;\n"
"}*/\n"
"\n"
"\n"
"\n"
"\n"
"__inline\n"
"float4 cross3(float4 a, float4 b)\n"
"{\n"
" return cross(a,b);\n"
"}\n"
"\n"
"__inline\n"
"float4 fastNormalize4(float4 v)\n"
"{\n"
" v = mymake_float4(v.xyz,0.f);\n"
" return fast_normalize(v);\n"
"}\n"
"\n"
"\n"
"__inline\n"
"Quaternion qtMul(Quaternion a, Quaternion b);\n"
"\n"
"__inline\n"
"Quaternion qtNormalize(Quaternion in);\n"
"\n"
"__inline\n"
"float4 qtRotate(Quaternion q, float4 vec);\n"
"\n"
"__inline\n"
"Quaternion qtInvert(Quaternion q);\n"
"\n"
"\n"
"\n"
"\n"
"__inline\n"
"Quaternion qtMul(Quaternion a, Quaternion b)\n"
"{\n"
@@ -240,7 +177,6 @@ static const char* solveConstraintRowsCL= \
" ans.w = a.w*b.w - dot3F4(a, b);\n"
" return ans;\n"
"}\n"
"\n"
"__inline\n"
"Quaternion qtNormalize(Quaternion in)\n"
"{\n"
@@ -257,30 +193,23 @@ static const char* solveConstraintRowsCL= \
" float4 out = qtMul(qtMul(q,vcpy),qInv);\n"
" return out;\n"
"}\n"
"\n"
"__inline\n"
"Quaternion qtInvert(Quaternion q)\n"
"{\n"
" return (Quaternion)(-q.xyz, q.w);\n"
"}\n"
"\n"
"\n"
"__inline void internalApplyImpulse(__global b3GpuSolverBody* body, float4 linearComponent, float4 angularComponent,float impulseMagnitude)\n"
"{\n"
" body->m_deltaLinearVelocity += linearComponent*impulseMagnitude*body->m_linearFactor;\n"
" body->m_deltaAngularVelocity += angularComponent*(impulseMagnitude*body->m_angularFactor);\n"
"}\n"
"\n"
"\n"
"void resolveSingleConstraintRowGeneric(__global b3GpuSolverBody* body1, __global b3GpuSolverBody* body2, __global b3SolverConstraint* c)\n"
"{\n"
" float deltaImpulse = c->m_rhs-c->m_appliedImpulse*c->m_cfm;\n"
" float deltaVel1Dotn = dot3F4(c->m_contactNormal,body1->m_deltaLinearVelocity) + dot3F4(c->m_relpos1CrossNormal,body1->m_deltaAngularVelocity);\n"
" float deltaVel2Dotn = -dot3F4(c->m_contactNormal,body2->m_deltaLinearVelocity) + dot3F4(c->m_relpos2CrossNormal,body2->m_deltaAngularVelocity);\n"
"\n"
" deltaImpulse -= deltaVel1Dotn*c->m_jacDiagABInv;\n"
" deltaImpulse -= deltaVel2Dotn*c->m_jacDiagABInv;\n"
"\n"
" float sum = c->m_appliedImpulse + deltaImpulse;\n"
" if (sum < c->m_lowerLimit)\n"
" {\n"
@@ -296,12 +225,9 @@ static const char* solveConstraintRowsCL= \
" {\n"
" c->m_appliedImpulse = sum;\n"
" }\n"
"\n"
" internalApplyImpulse(body1,c->m_contactNormal*body1->m_invMass,c->m_angularComponentA,deltaImpulse);\n"
" internalApplyImpulse(body2,-c->m_contactNormal*body2->m_invMass,c->m_angularComponentB,deltaImpulse);\n"
"\n"
"}\n"
"\n"
"__kernel void solveJointConstraintRows(__global b3GpuSolverBody* solverBodies,\n"
" __global b3BatchConstraint* batchConstraints,\n"
" __global b3SolverConstraint* rows,\n"
@@ -315,7 +241,6 @@ static const char* solveConstraintRowsCL= \
" int b = get_global_id(0);\n"
" if (b>=numConstraintsInBatch)\n"
" return;\n"
"\n"
" __global b3BatchConstraint* c = &batchConstraints[b+batchOffset];\n"
" int originalConstraintIndex = c->m_originalConstraintIndex;\n"
" if (constraints[originalConstraintIndex].m_flags&B3_CONSTRAINT_FLAG_ENABLED)\n"
@@ -329,16 +254,13 @@ static const char* solveConstraintRowsCL= \
" }\n"
" }\n"
"};\n"
"\n"
"__kernel void initSolverBodies(__global b3GpuSolverBody* solverBodies,__global b3RigidBodyCL* bodiesCL, int numBodies)\n"
"{\n"
" int i = get_global_id(0);\n"
" if (i>=numBodies)\n"
" return;\n"
"\n"
" __global b3GpuSolverBody* solverBody = &solverBodies[i];\n"
" __global b3RigidBodyCL* bodyCL = &bodiesCL[i];\n"
"\n"
" solverBody->m_deltaLinearVelocity = (float4)(0.f,0.f,0.f,0.f);\n"
" solverBody->m_deltaAngularVelocity = (float4)(0.f,0.f,0.f,0.f);\n"
" solverBody->m_pushVelocity = (float4)(0.f,0.f,0.f,0.f);\n"
@@ -350,7 +272,6 @@ static const char* solveConstraintRowsCL= \
" solverBody->m_linearVelocity = bodyCL->m_linVel;\n"
" solverBody->m_angularVelocity = bodyCL->m_angVel;\n"
"}\n"
"\n"
"__kernel void breakViolatedConstraintsKernel(__global b3GpuGenericConstraint* constraints, __global unsigned int* numConstraintRows, __global unsigned int* rowOffsets, __global b3SolverConstraint* rows, int numConstraints)\n"
"{\n"
" int cid = get_global_id(0);\n"
@@ -370,17 +291,12 @@ static const char* solveConstraintRowsCL= \
" }\n"
" }\n"
"}\n"
"\n"
"\n"
"\n"
"__kernel void getInfo1Kernel(__global unsigned int* infos, __global b3GpuGenericConstraint* constraints, int numConstraints)\n"
"{\n"
" int i = get_global_id(0);\n"
" if (i>=numConstraints)\n"
" return;\n"
"\n"
" __global b3GpuGenericConstraint* constraint = &constraints[i];\n"
"\n"
" switch (constraint->m_constraintType)\n"
" {\n"
" case B3_GPU_POINT2POINT_CONSTRAINT_TYPE:\n"
@@ -398,7 +314,6 @@ static const char* solveConstraintRowsCL= \
" }\n"
" }\n"
"}\n"
"\n"
"__kernel void initBatchConstraintsKernel(__global unsigned int* numConstraintRows, __global unsigned int* rowOffsets, \n"
" __global b3BatchConstraint* batchConstraints, \n"
" __global b3GpuGenericConstraint* constraints,\n"
@@ -408,26 +323,18 @@ static const char* solveConstraintRowsCL= \
" int i = get_global_id(0);\n"
" if (i>=numConstraints)\n"
" return;\n"
"\n"
" int rbA = constraints[i].m_rbA;\n"
" int rbB = constraints[i].m_rbB;\n"
"\n"
" batchConstraints[i].m_bodyAPtrAndSignBit = bodies[rbA].m_invMass? rbA : -rbA;\n"
" batchConstraints[i].m_bodyBPtrAndSignBit = bodies[rbB].m_invMass? rbB : -rbB;\n"
" batchConstraints[i].m_batchId = -1;\n"
" batchConstraints[i].m_originalConstraintIndex = i;\n"
"\n"
"}\n"
"\n"
"\n"
"\n"
"\n"
"typedef struct\n"
"{\n"
" // integrator parameters: frames per second (1/stepsize), default error\n"
" // reduction parameter (0..1).\n"
" float fps,erp;\n"
"\n"
" // for the first and second body, pointers to two (linear and angular)\n"
" // n*3 jacobian sub matrices, stored by rows. these matrices will have\n"
" // been initialized to 0 on entry. if the second body is zero then the\n"
@@ -441,7 +348,6 @@ static const char* solveConstraintRowsCL= \
" {\n"
" __global float4* m_J1angularAxisFloat4;\n"
" __global float* m_J1angularAxis;\n"
"\n"
" };\n"
" union\n"
" {\n"
@@ -455,17 +361,14 @@ static const char* solveConstraintRowsCL= \
" };\n"
" // elements to jump from one row to the next in J's\n"
" int rowskip;\n"
"\n"
" // right hand sides of the equation J*v = c + cfm * lambda. cfm is the\n"
" // \"constraint force mixing\" vector. c is set to zero on entry, cfm is\n"
" // set to a constant value (typically very small or zero) value on entry.\n"
" __global float* m_constraintError;\n"
" __global float* cfm;\n"
"\n"
" // lo and hi limits for variables (set to -/+ infinity on entry).\n"
" __global float* m_lowerLimit;\n"
" __global float* m_upperLimit;\n"
"\n"
" // findex vector for variables. see the LCP solver interface for a\n"
" // description of what this does. this is set to -1 on entry.\n"
" // note that the returned indexes are relative to the first index of\n"
@@ -473,39 +376,28 @@ static const char* solveConstraintRowsCL= \
" __global int *findex;\n"
" // number of solver iterations\n"
" int m_numIterations;\n"
"\n"
" //damping of the velocity\n"
" float m_damping;\n"
"} b3GpuConstraintInfo2;\n"
"\n"
"\n"
"void getSkewSymmetricMatrix(float4 vecIn, __global float4* v0,__global float4* v1,__global float4* v2)\n"
"{\n"
" *v0 = (float4)(0. ,-vecIn.z ,vecIn.y,0.f);\n"
" *v1 = (float4)(vecIn.z ,0. ,-vecIn.x,0.f);\n"
" *v2 = (float4)(-vecIn.y ,vecIn.x ,0.f,0.f);\n"
"}\n"
"\n"
"\n"
"void getInfo2Point2Point(__global b3GpuGenericConstraint* constraint,b3GpuConstraintInfo2* info,__global b3RigidBodyCL* bodies)\n"
"{\n"
" float4 posA = bodies[constraint->m_rbA].m_pos;\n"
" Quaternion rotA = bodies[constraint->m_rbA].m_quat;\n"
"\n"
" float4 posB = bodies[constraint->m_rbB].m_pos;\n"
" Quaternion rotB = bodies[constraint->m_rbB].m_quat;\n"
"\n"
"\n"
"\n"
" // anchor points in global coordinates with respect to body PORs.\n"
" \n"
" // set jacobian\n"
" info->m_J1linearAxis[0] = 1;\n"
" info->m_J1linearAxis[info->rowskip+1] = 1;\n"
" info->m_J1linearAxis[2*info->rowskip+2] = 1;\n"
"\n"
" float4 a1 = qtRotate(rotA,constraint->m_pivotInA);\n"
"\n"
" {\n"
" __global float4* angular0 = (__global float4*)(info->m_J1angularAxis);\n"
" __global float4* angular1 = (__global float4*)(info->m_J1angularAxis+info->rowskip);\n"
@@ -533,18 +425,15 @@ static const char* solveConstraintRowsCL= \
" // set right hand side\n"
"// float currERP = (m_flags & B3_P2P_FLAGS_ERP) ? m_erp : info->erp;\n"
" float currERP = info->erp;\n"
"\n"
" float k = info->fps * currERP;\n"
" int j;\n"
" float4 result = a2 + posB - a1 - posA;\n"
" float* resultPtr = &result;\n"
"\n"
" for (j=0; j<3; j++)\n"
" {\n"
" info->m_constraintError[j*info->rowskip] = k * (resultPtr[j]);\n"
" }\n"
"}\n"
"\n"
"Quaternion nearest( Quaternion first, Quaternion qd)\n"
"{\n"
" Quaternion diff,sum;\n"
@@ -555,7 +444,6 @@ static const char* solveConstraintRowsCL= \
" return qd;\n"
" return (-qd);\n"
"}\n"
"\n"
"float b3Acos(float x) \n"
"{ \n"
" if (x<-1) \n"
@@ -564,7 +452,6 @@ static const char* solveConstraintRowsCL= \
" x=1;\n"
" return acos(x); \n"
"}\n"
"\n"
"float getAngle(Quaternion orn)\n"
"{\n"
" if (orn.w>=1.f)\n"
@@ -572,7 +459,6 @@ static const char* solveConstraintRowsCL= \
" float s = 2.f * b3Acos(orn.w);\n"
" return s;\n"
"}\n"
"\n"
"void calculateDiffAxisAngleQuaternion( Quaternion orn0,Quaternion orn1a,float4* axis,float* angle)\n"
"{\n"
" Quaternion orn1 = nearest(orn0,orn1a);\n"
@@ -588,17 +474,12 @@ static const char* solveConstraintRowsCL= \
" else\n"
" *axis /= sqrt(len);\n"
"}\n"
"\n"
"\n"
"\n"
"void getInfo2FixedOrientation(__global b3GpuGenericConstraint* constraint,b3GpuConstraintInfo2* info,__global b3RigidBodyCL* bodies, int start_row)\n"
"{\n"
" Quaternion worldOrnA = bodies[constraint->m_rbA].m_quat;\n"
" Quaternion worldOrnB = bodies[constraint->m_rbB].m_quat;\n"
"\n"
" int s = info->rowskip;\n"
" int start_index = start_row * s;\n"
"\n"
" // 3 rows to make body rotations equal\n"
" info->m_J1angularAxis[start_index] = 1;\n"
" info->m_J1angularAxis[start_index + s + 1] = 1;\n"
@@ -626,16 +507,12 @@ static const char* solveConstraintRowsCL= \
" info->m_constraintError[(3+j)*info->rowskip] = k * resultPtr[j];\n"
" }\n"
" \n"
"\n"
"}\n"
"\n"
"\n"
"__kernel void writeBackVelocitiesKernel(__global b3RigidBodyCL* bodies,__global b3GpuSolverBody* solverBodies,int numBodies)\n"
"{\n"
" int i = get_global_id(0);\n"
" if (i>=numBodies)\n"
" return;\n"
"\n"
" if (bodies[i].m_invMass)\n"
" {\n"
"// if (length(solverBodies[i].m_deltaLinearVelocity)<MOTIONCLAMP)\n"
@@ -648,8 +525,6 @@ static const char* solveConstraintRowsCL= \
" } \n"
" }\n"
"}\n"
"\n"
"\n"
"__kernel void getInfo2Kernel(__global b3SolverConstraint* solverConstraintRows, \n"
" __global unsigned int* infos, \n"
" __global unsigned int* constraintRowOffsets, \n"
@@ -665,7 +540,6 @@ static const char* solveConstraintRowsCL= \
" int globalNumIterations,\n"
" int numConstraints)\n"
"{\n"
"\n"
" int i = get_global_id(0);\n"
" if (i>=numConstraints)\n"
" return;\n"
@@ -675,17 +549,12 @@ static const char* solveConstraintRowsCL= \
" \n"
" __global b3SolverConstraint* currentConstraintRow = &solverConstraintRows[constraintRowOffsets[i]];\n"
" __global b3GpuGenericConstraint* constraint = &constraints[i];\n"
"\n"
" __global b3RigidBodyCL* rbA = &bodies[ constraint->m_rbA];\n"
" __global b3RigidBodyCL* rbB = &bodies[ constraint->m_rbB];\n"
"\n"
" int solverBodyIdA = constraint->m_rbA;\n"
" int solverBodyIdB = constraint->m_rbB;\n"
"\n"
" __global b3GpuSolverBody* bodyAPtr = &solverBodies[solverBodyIdA];\n"
" __global b3GpuSolverBody* bodyBPtr = &solverBodies[solverBodyIdB];\n"
"\n"
"\n"
" if (rbA->m_invMass)\n"
" {\n"
" batchConstraints[i].m_bodyAPtrAndSignBit = solverBodyIdA;\n"
@@ -695,7 +564,6 @@ static const char* solveConstraintRowsCL= \
"// m_staticIdx = 0;\n"
" batchConstraints[i].m_bodyAPtrAndSignBit = -solverBodyIdA;\n"
" }\n"
"\n"
" if (rbB->m_invMass)\n"
" {\n"
" batchConstraints[i].m_bodyBPtrAndSignBit = solverBodyIdB;\n"
@@ -705,14 +573,11 @@ static const char* solveConstraintRowsCL= \
"// m_staticIdx = 0;\n"
" batchConstraints[i].m_bodyBPtrAndSignBit = -solverBodyIdB;\n"
" }\n"
"\n"
" if (info1)\n"
" {\n"
" int overrideNumSolverIterations = 0;//constraint->getOverrideNumSolverIterations() > 0 ? constraint->getOverrideNumSolverIterations() : infoGlobal.m_numIterations;\n"
"// if (overrideNumSolverIterations>m_maxOverrideNumSolverIterations)\n"
" // m_maxOverrideNumSolverIterations = overrideNumSolverIterations;\n"
"\n"
"\n"
" int j;\n"
" for ( j=0;j<info1;j++)\n"
" {\n"
@@ -728,7 +593,6 @@ static const char* solveConstraintRowsCL= \
" currentConstraintRow[j].m_jacDiagABInv = 0.f;\n"
" currentConstraintRow[j].m_lowerLimit = 0.f;\n"
" currentConstraintRow[j].m_upperLimit = 0.f;\n"
"\n"
" currentConstraintRow[j].m_originalConstraint = i;\n"
" currentConstraintRow[j].m_overrideNumSolverIterations = 0;\n"
" currentConstraintRow[j].m_relpos1CrossNormal = (float4)(0,0,0,0);\n"
@@ -746,7 +610,6 @@ static const char* solveConstraintRowsCL= \
" currentConstraintRow[j].m_solverBodyIdB = solverBodyIdB;\n"
" currentConstraintRow[j].m_overrideNumSolverIterations = overrideNumSolverIterations; \n"
" }\n"
"\n"
" bodyAPtr->m_deltaLinearVelocity = (float4)(0,0,0,0);\n"
" bodyAPtr->m_deltaAngularVelocity = (float4)(0,0,0,0);\n"
" bodyAPtr->m_pushVelocity = (float4)(0,0,0,0);\n"
@@ -755,12 +618,8 @@ static const char* solveConstraintRowsCL= \
" bodyBPtr->m_deltaAngularVelocity = (float4)(0,0,0,0);\n"
" bodyBPtr->m_pushVelocity = (float4)(0,0,0,0);\n"
" bodyBPtr->m_turnVelocity = (float4)(0,0,0,0);\n"
"\n"
" int rowskip = sizeof(b3SolverConstraint)/sizeof(float);//check this\n"
"\n"
" \n"
"\n"
"\n"
" b3GpuConstraintInfo2 info2;\n"
" info2.fps = 1.f/timeStep;\n"
" info2.erp = globalErp;\n"
@@ -769,7 +628,6 @@ static const char* solveConstraintRowsCL= \
" info2.m_J2linearAxisFloat4 = 0;\n"
" info2.m_J2angularAxisFloat4 = &currentConstraintRow->m_relpos2CrossNormal;\n"
" info2.rowskip = sizeof(b3SolverConstraint)/sizeof(float);//check this\n"
"\n"
" ///the size of b3SolverConstraint needs be a multiple of float\n"
"// b3Assert(info2.rowskip*sizeof(float)== sizeof(b3SolverConstraint));\n"
" info2.m_constraintError = &currentConstraintRow->m_rhs;\n"
@@ -779,7 +637,6 @@ static const char* solveConstraintRowsCL= \
" info2.m_lowerLimit = &currentConstraintRow->m_lowerLimit;\n"
" info2.m_upperLimit = &currentConstraintRow->m_upperLimit;\n"
" info2.m_numIterations = globalNumIterations;\n"
"\n"
" switch (constraint->m_constraintType)\n"
" {\n"
" case B3_GPU_POINT2POINT_CONSTRAINT_TYPE:\n"
@@ -790,37 +647,29 @@ static const char* solveConstraintRowsCL= \
" case B3_GPU_FIXED_CONSTRAINT_TYPE:\n"
" {\n"
" getInfo2Point2Point(constraint,&info2,bodies);\n"
"\n"
" getInfo2FixedOrientation(constraint,&info2,bodies,3);\n"
"\n"
" break;\n"
" }\n"
"\n"
" default:\n"
" {\n"
" }\n"
" }\n"
"\n"
" ///finalize the constraint setup\n"
" for ( j=0;j<info1;j++)\n"
" {\n"
" __global b3SolverConstraint* solverConstraint = &currentConstraintRow[j];\n"
"\n"
" if (solverConstraint->m_upperLimit>=constraint->m_breakingImpulseThreshold)\n"
" {\n"
" solverConstraint->m_upperLimit = constraint->m_breakingImpulseThreshold;\n"
" }\n"
"\n"
" if (solverConstraint->m_lowerLimit<=-constraint->m_breakingImpulseThreshold)\n"
" {\n"
" solverConstraint->m_lowerLimit = -constraint->m_breakingImpulseThreshold;\n"
" }\n"
"\n"
"// solverConstraint->m_originalContactPoint = constraint;\n"
" \n"
" Matrix3x3 invInertiaWorldA= inertias[constraint->m_rbA].m_invInertiaWorld;\n"
" {\n"
"\n"
" //float4 angularFactorA(1,1,1);\n"
" float4 ftorqueAxis1 = solverConstraint->m_relpos1CrossNormal;\n"
" solverConstraint->m_angularComponentA = mtMul1(invInertiaWorldA,ftorqueAxis1);//*angularFactorA;\n"
@@ -828,11 +677,9 @@ static const char* solveConstraintRowsCL= \
" \n"
" Matrix3x3 invInertiaWorldB= inertias[constraint->m_rbB].m_invInertiaWorld;\n"
" {\n"
"\n"
" float4 ftorqueAxis2 = solverConstraint->m_relpos2CrossNormal;\n"
" solverConstraint->m_angularComponentB = mtMul1(invInertiaWorldB,ftorqueAxis2);//*constraint->m_rbB.getAngularFactor();\n"
" }\n"
"\n"
" {\n"
" //it is ok to use solverConstraint->m_contactNormal instead of -solverConstraint->m_contactNormal\n"
" //because it gets multiplied iMJlB\n"
@@ -840,7 +687,6 @@ static const char* solveConstraintRowsCL= \
" float4 iMJaA = mtMul3(solverConstraint->m_relpos1CrossNormal,invInertiaWorldA);\n"
" float4 iMJlB = solverConstraint->m_contactNormal*rbB->m_invMass;//sign of normal?\n"
" float4 iMJaB = mtMul3(solverConstraint->m_relpos2CrossNormal,invInertiaWorldB);\n"
"\n"
" float sum = dot3F4(iMJlA,solverConstraint->m_contactNormal);\n"
" sum += dot3F4(iMJaA,solverConstraint->m_relpos1CrossNormal);\n"
" sum += dot3F4(iMJlB,solverConstraint->m_contactNormal);\n"
@@ -854,17 +700,13 @@ static const char* solveConstraintRowsCL= \
" solverConstraint->m_jacDiagABInv = 0.f;\n"
" }\n"
" }\n"
"\n"
"\n"
" ///fix rhs\n"
" ///todo: add force/torque accelerators\n"
" {\n"
" float rel_vel;\n"
" float vel1Dotn = dot3F4(solverConstraint->m_contactNormal,rbA->m_linVel) + dot3F4(solverConstraint->m_relpos1CrossNormal,rbA->m_angVel);\n"
" float vel2Dotn = -dot3F4(solverConstraint->m_contactNormal,rbB->m_linVel) + dot3F4(solverConstraint->m_relpos2CrossNormal,rbB->m_angVel);\n"
"\n"
" rel_vel = vel1Dotn+vel2Dotn;\n"
"\n"
" float restitution = 0.f;\n"
" float positionalError = solverConstraint->m_rhs;//already filled in by getConstraintInfo2\n"
" float velocityError = restitution - rel_vel * info2.m_damping;\n"
@@ -872,7 +714,6 @@ static const char* solveConstraintRowsCL= \
" float velocityImpulse = velocityError *solverConstraint->m_jacDiagABInv;\n"
" solverConstraint->m_rhs = penetrationImpulse+velocityImpulse;\n"
" solverConstraint->m_appliedImpulse = 0.f;\n"
"\n"
" }\n"
" }\n"
" }\n"