Add the GPU rigid body pipeline from https://github.com/erwincoumans/experiments as a Bullet 3.x preview for Bullet 2.80
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/*
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Copyright (c) 2012 Advanced Micro Devices, Inc.
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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//Originally written by Takahiro Harada
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#ifndef CONVEX_HEIGHT_FIELD_SHAPE_H
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#define CONVEX_HEIGHT_FIELD_SHAPE_H
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#include "Stubs/AdlQuaternion.h"
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#include "Stubs/AdlCollisionShape.h"
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#include "Stubs/AdlAabb.h"
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class ShapeBase;
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class ConvexHeightField : public CollisionShape
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{
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public:
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enum
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{
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HEIGHT_RES = 4, //was 4 originally
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};
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enum Face
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{
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FACE_XM,
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FACE_XP,
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FACE_YM,
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FACE_YP,
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FACE_ZM,
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FACE_ZP,
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NUM_FACES,
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};
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ConvexHeightField(const float4* vtxBuffer, const int4* idxBuffer, int nTriangles);
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ConvexHeightField(const ShapeBase* shape);
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ConvexHeightField(const float4* eqn, int nEqn);
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ConvexHeightField(): CollisionShape( SHAPE_CONVEX_HEIGHT_FIELD ){}
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virtual ~ConvexHeightField();
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// CollisionShape interface
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virtual float queryDistance(const float4& p ) const;
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// distance is not written to normalOut.w
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virtual bool queryDistanceWithNormal( const float4& p, float4& normalOut ) const;
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float querySupportHeight(const float4& p ) const;
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// what is it?
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float queryW(const float4& p ) const;
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// others
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u8& sample(Face face, int x, int y);
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u8 sample(Face face, int x, int y) const;
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u8& sampleSupport(Face face, int x, int y);
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u8 sampleSupport(Face face, int x, int y) const;
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float4& sampleNormal(Face face, int x, int y);
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float4 sampleNormal(Face face, int x, int y) const;
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void calcSamplePoints(float4* points) const;
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float4 calcSamplePoint(int sIdx) const;
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const float4* getSamplePoints() const;
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int getNumSamplePoints() const;
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//void displaySamples(const float4& translation, const Quaternion& quaternion) const;
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private:
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void create( const float4* vtxBuffer, const int4* idxBuffer, int nTriangles );
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public:
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u8 m_data[HEIGHT_RES*HEIGHT_RES*6];
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float4 m_normal[HEIGHT_RES*HEIGHT_RES*6];
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float m_scale;
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u8 m_supportHeight[HEIGHT_RES*HEIGHT_RES*6];
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float4 m_samplePoints[HEIGHT_RES*HEIGHT_RES*6];
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Aabb m_faceAabbs[6];
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};
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__inline
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u8& ConvexHeightField::sample(Face face, int x, int y)
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{
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ADLASSERT( x < HEIGHT_RES );
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ADLASSERT( y < HEIGHT_RES );
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return m_data[ HEIGHT_RES*HEIGHT_RES*face + x + y*HEIGHT_RES ];
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}
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__inline
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u8 ConvexHeightField::sample(Face face, int x, int y) const
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{
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ADLASSERT( x < HEIGHT_RES );
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ADLASSERT( y < HEIGHT_RES );
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return m_data[ HEIGHT_RES*HEIGHT_RES*face + x + y*HEIGHT_RES ];
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}
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__inline
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u8& ConvexHeightField::sampleSupport(Face face, int x, int y)
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{
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ADLASSERT( x < HEIGHT_RES );
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ADLASSERT( y < HEIGHT_RES );
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return m_supportHeight[ HEIGHT_RES*HEIGHT_RES*face + x + y*HEIGHT_RES ];
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}
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__inline
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u8 ConvexHeightField::sampleSupport(Face face, int x, int y) const
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{
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ADLASSERT( x < HEIGHT_RES );
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ADLASSERT( y < HEIGHT_RES );
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return m_supportHeight[ HEIGHT_RES*HEIGHT_RES*face + x + y*HEIGHT_RES ];
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}
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__inline
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float4& ConvexHeightField::sampleNormal(Face face, int x, int y)
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{
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ADLASSERT( x < HEIGHT_RES );
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ADLASSERT( y < HEIGHT_RES );
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return m_normal[ HEIGHT_RES*HEIGHT_RES*face + x + y*HEIGHT_RES ];
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}
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__inline
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float4 ConvexHeightField::sampleNormal(Face face, int x, int y) const
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{
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ADLASSERT( x < HEIGHT_RES );
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ADLASSERT( y < HEIGHT_RES );
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return m_normal[ HEIGHT_RES*HEIGHT_RES*face + x + y*HEIGHT_RES ];
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}
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#endif
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