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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__inline
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float2 make_float2(float x, float y)
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{
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float2 v;
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v.s[0] = x; v.s[1] = y;
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return v;
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}
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__inline
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float2 make_float2(float x)
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{
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return make_float2(x,x);
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}
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__inline
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float2 make_float2(const int2& x)
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{
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return make_float2((float)x.s[0], (float)x.s[1]);
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}
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__inline
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float2 operator-(const float2& a)
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{
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return make_float2(-a.x, -a.y);
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}
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__inline
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float2 operator*(const float2& a, const float2& b)
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{
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float2 out;
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out.s[0] = a.s[0]*b.s[0];
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out.s[1] = a.s[1]*b.s[1];
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return out;
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}
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__inline
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float2 operator*(float a, const float2& b)
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{
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return make_float2(a*b.s[0], a*b.s[1]);
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}
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__inline
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float2 operator*(const float2& b, float a)
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{
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return make_float2(a*b.s[0], a*b.s[1]);
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}
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__inline
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void operator*=(float2& a, const float2& b)
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{
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a.s[0]*=b.s[0];
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a.s[1]*=b.s[1];
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}
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__inline
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void operator*=(float2& a, float b)
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{
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a.s[0]*=b;
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a.s[1]*=b;
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}
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__inline
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float2 operator/(const float2& a, const float2& b)
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{
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float2 out;
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out.s[0] = a.s[0]/b.s[0];
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out.s[1] = a.s[1]/b.s[1];
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return out;
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}
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__inline
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float2 operator/(const float2& b, float a)
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{
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return make_float2(b.s[0]/a, b.s[1]/a);
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}
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__inline
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void operator/=(float2& a, const float2& b)
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{
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a.s[0]/=b.s[0];
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a.s[1]/=b.s[1];
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}
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__inline
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void operator/=(float2& a, float b)
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{
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a.s[0]/=b;
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a.s[1]/=b;
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}
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//
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__inline
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float2 operator+(const float2& a, const float2& b)
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{
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float2 out;
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out.s[0] = a.s[0]+b.s[0];
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out.s[1] = a.s[1]+b.s[1];
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return out;
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}
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__inline
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float2 operator+(const float2& a, float b)
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{
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float2 out;
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out.s[0] = a.s[0]+b;
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out.s[1] = a.s[1]+b;
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return out;
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}
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__inline
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float2 operator-(const float2& a, const float2& b)
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{
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float2 out;
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out.s[0] = a.s[0]-b.s[0];
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out.s[1] = a.s[1]-b.s[1];
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return out;
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}
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__inline
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float2 operator-(const float2& a, float b)
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{
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float2 out;
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out.s[0] = a.s[0]-b;
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out.s[1] = a.s[1]-b;
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return out;
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}
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__inline
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void operator+=(float2& a, const float2& b)
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{
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a.s[0]+=b.s[0];
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a.s[1]+=b.s[1];
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}
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__inline
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void operator+=(float2& a, float b)
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{
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a.s[0]+=b;
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a.s[1]+=b;
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}
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__inline
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void operator-=(float2& a, const float2& b)
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{
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a.s[0]-=b.s[0];
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a.s[1]-=b.s[1];
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}
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__inline
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void operator-=(float2& a, float b)
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{
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a.s[0]-=b;
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a.s[1]-=b;
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}
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