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_TRANSFORM_H
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#define _ADL_TRANSFORM_H
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#include "AdlMath.h"
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#include "AdlQuaternion.h"
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#include "AdlMatrix3x3.h"
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struct Transform
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{
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float4 m_translation;
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Matrix3x3 m_rotation;
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};
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Transform trSetTransform(const float4& translation, const Quaternion& quat)
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{
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Transform tr;
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tr.m_translation = translation;
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tr.m_rotation = qtGetRotationMatrix( quat );
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return tr;
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}
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Transform trInvert( const Transform& tr )
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{
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Transform ans;
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ans.m_rotation = mtTranspose( tr.m_rotation );
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ans.m_translation = mtMul1( ans.m_rotation, -tr.m_translation );
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return ans;
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}
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Transform trMul(const Transform& trA, const Transform& trB)
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{
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Transform ans;
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ans.m_rotation = mtMul( trA.m_rotation, trB.m_rotation );
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ans.m_translation = mtMul1( trA.m_rotation, trB.m_translation ) + trA.m_translation;
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return ans;
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}
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float4 trMul1(const Transform& tr, const float4& p)
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{
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return mtMul1( tr.m_rotation, p ) + tr.m_translation;
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}
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#endif //_ADL_TRANSFORM_H
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