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 ADL_CONSTRAINT4_H
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#define ADL_CONSTRAINT4_H
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struct Constraint4
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{
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_MEM_ALIGNED_ALLOCATOR16;
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float4 m_linear;
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float4 m_worldPos[4];
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float4 m_center; // friction
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float m_jacCoeffInv[4];
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float m_b[4];
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float m_appliedRambdaDt[4];
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float m_fJacCoeffInv[2]; // friction
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float m_fAppliedRambdaDt[2]; // friction
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u32 m_bodyA;
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u32 m_bodyB;
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u32 m_batchIdx;
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u32 m_paddings[1];
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__inline
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void setFrictionCoeff(float value) { m_linear.w = value; }
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__inline
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float getFrictionCoeff() const { return m_linear.w; }
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};
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#endif //ADL_CONSTRAINT4_H
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