Update btOpenCLUtils to allow caching of precompiled program binaries (save/load). See Bullet/Demos/SerializeDemo/AMD for an example use

Fix in btBulletWorldImporter: load friction/restitution and patch radius of btCapsuleShape (it needs to embed the margin)
Partly apply a modified patch to make the SerializeDemo_AMD work, but avoid breaking the MiniCL version. See Issue 594
This commit is contained in:
erwin.coumans
2012-03-04 22:12:12 +00:00
parent 9c6a790e4b
commit 9bc3b5eb10
14 changed files with 422 additions and 180 deletions

View File

@@ -20,7 +20,7 @@ subject to the following restrictions:
#include "btSoftBodySolverVertexBuffer_DX11.h"
#include "BulletSoftBody/btSoftBody.h"
#include "BulletCollision/CollisionShapes/btCapsuleShape.h"
#include <stdio.h> //printf
#define MSTRINGIFY(A) #A
static char* PrepareLinksHLSLString =
#include "HLSL/PrepareLinks.hlsl"
@@ -2190,7 +2190,9 @@ void btDX11SoftBodySolver::processCollision( btSoftBody *softBody, btCollisionOb
m_collisionObjectDetails.push_back( newCollisionShapeDescription );
} else {
btAssert("Unsupported collision shape type\n");
#ifdef _DEBUG
printf("Unsupported collision shape type\n");
#endif
}
} else {
btAssert("Unknown soft body");

View File

@@ -1,9 +1,23 @@
MSTRINGIFY(
float mydot3(float4 a, float4 b)
//#pragma OPENCL EXTENSION cl_amd_printf:enable\n
float mydot3a(float4 a, float4 b)
{
return a.x*b.x + a.y*b.y + a.z*b.z;
}
float mylength3(float4 a)
{
a.w = 0;
return length(a);
}
float4 mynormalize3(float4 a)
{
a.w = 0;
return normalize(a);
}
typedef struct
{
@@ -37,8 +51,7 @@ typedef struct
// From btBroadphaseProxy.h
__constant int CAPSULE_SHAPE_PROXYTYPE = 10;
/* Multiply column-major matrix against vector */
// Multiply column-major matrix against vector
float4 matrixVectorMul( float4 matrix[4], float4 vector )
{
float4 returnVector;
@@ -66,7 +79,8 @@ SolveCollisionsAndUpdateVelocitiesKernel(
__global float4 * g_vertexForces,
__global float4 *g_vertexVelocities,
__global float4 *g_vertexPositions,
__local CollisionShapeDescription *localCollisionShapes)
__local CollisionShapeDescription *localCollisionShapes,
__global float * g_vertexInverseMasses)
{
int nodeID = get_global_id(0);
float4 forceOnVertex = (float4)(0.f, 0.f, 0.f, 0.f);
@@ -78,18 +92,20 @@ SolveCollisionsAndUpdateVelocitiesKernel(
return;
float4 position = (float4)(g_vertexPositions[nodeID].xyz, 1.f);
float4 previousPosition = (float4)(g_vertexPreviousPositions[nodeID].xyz, 1.f);
float4 position = (float4)(g_vertexPositions[nodeID].xyz, 0.f);
float4 previousPosition = (float4)(g_vertexPreviousPositions[nodeID].xyz, 0.f);
float clothFriction = g_perClothFriction[clothIdentifier];
float dampingFactor = g_clothDampingFactor[clothIdentifier];
float velocityCoefficient = (1.f - dampingFactor);
// Update velocity
float4 difference = position - previousPosition;
float4 velocity = difference*velocityCoefficient*isolverdt;
float inverseMass = g_vertexInverseMasses[nodeID];
CollisionObjectIndices collisionObjectIndices = g_perClothCollisionObjectIndices[clothIdentifier];
int numObjects = collisionObjectIndices.endObject - collisionObjectIndices.firstObject;
if( numObjects > 0 )
{
// We have some possible collisions to deal with
@@ -113,7 +129,7 @@ SolveCollisionsAndUpdateVelocitiesKernel(
// We have some possible collisions to deal with
for( int collision = 0; collision < numObjects; ++collision )
{
//CollisionShapeDescription shapeDescription = localCollisionShapes[collision];
CollisionShapeDescription shapeDescription = localCollisionShapes[collision];
float colliderFriction = localCollisionShapes[collision].friction;
if( localCollisionShapes[collision].collisionShapeType == CAPSULE_SHAPE_PROXYTYPE )
@@ -125,14 +141,14 @@ SolveCollisionsAndUpdateVelocitiesKernel(
float capsuleMargin = localCollisionShapes[collision].margin;
int capsuleupAxis = localCollisionShapes[collision].upAxis;
if ( capsuleHalfHeight <= 0 )
capsuleHalfHeight = 0.0001f;
float4 worldTransform[4];
worldTransform[0] = localCollisionShapes[collision].shapeTransform[0];
worldTransform[1] = localCollisionShapes[collision].shapeTransform[1];
worldTransform[2] = localCollisionShapes[collision].shapeTransform[2];
worldTransform[3] = localCollisionShapes[collision].shapeTransform[3];
//float4 c1 = (float4)(0.f, -capsuleHalfHeight, 0.f, 1.f);
//float4 c2 = (float4)(0.f, +capsuleHalfHeight, 0.f, 1.f);
// Correctly define capsule centerline vector
float4 c1 = (float4)(0.f, 0.f, 0.f, 1.f);
float4 c2 = (float4)(0.f, 0.f, 0.f, 1.f);
@@ -145,65 +161,72 @@ SolveCollisionsAndUpdateVelocitiesKernel(
float4 worldC1 = matrixVectorMul(worldTransform, c1);
float4 worldC2 = matrixVectorMul(worldTransform, c2);
float4 segment = (worldC2 - worldC1);
float4 segment = (float4)((worldC2 - worldC1).xyz, 0.f);
float4 segmentNormalized = mynormalize3(segment);
float distanceAlongSegment =mydot3a( (position - worldC1), segmentNormalized );
// compute distance of tangent to vertex along line segment in capsule
float distanceAlongSegment = -( mydot3( (worldC1 - position), segment ) / mydot3(segment, segment) );
float4 closestPoint = (worldC1 + (float4)(segment * distanceAlongSegment));
float distanceFromLine = length(position - closestPoint);
float distanceFromC1 = length(worldC1 - position);
float distanceFromC2 = length(worldC2 - position);
float4 closestPointOnSegment = (worldC1 + (float4)(segmentNormalized * distanceAlongSegment));
float distanceFromLine = mylength3(position - closestPointOnSegment);
float distanceFromC1 = mylength3(worldC1 - position);
float distanceFromC2 = mylength3(worldC2 - position);
// Final distance from collision, point to push from, direction to push in
// for impulse force
float dist;
float4 normalVector;
if( distanceAlongSegment < 0 )
{
dist = distanceFromC1;
normalVector = normalize(position - worldC1);
} else if( distanceAlongSegment > 1.f ) {
normalVector = (float4)(normalize(position - worldC1).xyz, 0.f);
} else if( distanceAlongSegment > length(segment) ) {
dist = distanceFromC2;
normalVector = normalize(position - worldC2);
normalVector = (float4)(normalize(position - worldC2).xyz, 0.f);
} else {
dist = distanceFromLine;
normalVector = normalize(position - closestPoint);
normalVector = (float4)(normalize(position - closestPointOnSegment).xyz, 0.f);
}
float4 colliderLinearVelocity = localCollisionShapes[collision].linearVelocity;
float4 colliderAngularVelocity = localCollisionShapes[collision].angularVelocity;
float4 velocityOfSurfacePoint = colliderLinearVelocity + cross(colliderAngularVelocity, position - (float4)(worldTransform[0].w, worldTransform[1].w, worldTransform[2].w, 0.f));
float minDistance = capsuleRadius + capsuleMargin;
// In case of no collision, this is the value of velocity
velocity = (position - previousPosition) * velocityCoefficient * isolverdt;
float4 closestPointOnSurface = (float4)((position + (minDistance - dist) * normalVector).xyz, 0.f);
float4 colliderLinearVelocity = shapeDescription.linearVelocity;
float4 colliderAngularVelocity = shapeDescription.angularVelocity;
float4 velocityOfSurfacePoint = colliderLinearVelocity + cross(colliderAngularVelocity, closestPointOnSurface - (float4)(worldTransform[0].w, worldTransform[1].w, worldTransform[2].w, 0.f));
// Check for a collision
if( dist < minDistance )
{
// Project back to surface along normal
position = position + (float4)((minDistance - dist)*normalVector*0.9f);
position = closestPointOnSurface;
velocity = (position - previousPosition) * velocityCoefficient * isolverdt;
float4 relativeVelocity = velocity - velocityOfSurfacePoint;
float4 p1 = (float4)(normalize(cross(normalVector, segment)).xyz, 0.f);
float4 p2 = (float4)(normalize(cross(p1, normalVector)).xyz, 0.f);
// Full friction is sum of velocities in each direction of plane
float4 frictionVector = p1*mydot3(relativeVelocity, p1) + p2*mydot3(relativeVelocity, p2);
// Real friction is peak friction corrected by friction coefficients
frictionVector = frictionVector * (colliderFriction*clothFriction);
float approachSpeed = dot(relativeVelocity, normalVector);
if( approachSpeed <= 0.0f )
forceOnVertex -= frictionVector;
}
float4 p1 = mynormalize3(cross(normalVector, segment));
float4 p2 = mynormalize3(cross(p1, normalVector));
float4 tangentialVel = p1*mydot3a(relativeVelocity, p1) + p2*mydot3a(relativeVelocity, p2);
float frictionCoef = (colliderFriction * clothFriction);
if (frictionCoef>1.f)
frictionCoef = 1.f;
//only apply friction if objects are not moving apart
float projVel = mydot3a(relativeVelocity,normalVector);
if ( projVel >= -0.001f)
{
if ( inverseMass > 0 )
{
//float4 myforceOnVertex = -tangentialVel * frictionCoef * isolverdt * (1.0f / inverseMass);
position += (-tangentialVel * frictionCoef) / (isolverdt);
}
}
// In case of no collision, this is the value of velocity
velocity = (position - previousPosition) * velocityCoefficient * isolverdt;
}
}
}
}

View File

@@ -739,7 +739,7 @@ void btOpenCLSoftBodySolver::optimize( btAlignedObjectArray< btSoftBody * > &sof
m_perClothDragFactor.push_back( softBody->m_cfg.kDG );
m_perClothMediumDensity.push_back(softBody->getWorldInfo()->air_density);
// Simple init values. Actually we'll put 0 and -1 into them at the appropriate time
m_perClothFriction.push_back( softBody->getFriction() );
m_perClothFriction.push_back(softBody->m_cfg.kDF);
m_perClothCollisionObjects.push_back( CollisionObjectIndices(-1, -1) );
// Add space for new vertices and triangles in the default solver for now
@@ -1737,7 +1737,9 @@ void btOpenCLSoftBodySolver::processCollision( btSoftBody *softBody, btCollision
}
else {
#ifdef _DEBUG
printf("Unsupported collision shape type\n");
#endif
//btAssert(0 && "Unsupported collision shape type\n");
}
} else {

View File

@@ -217,7 +217,7 @@ void btOpenCLSoftBodySolverSIMDAware::optimize( btAlignedObjectArray< btSoftBody
m_perClothDragFactor.push_back( softBody->m_cfg.kDG );
m_perClothMediumDensity.push_back(softBody->getWorldInfo()->air_density);
// Simple init values. Actually we'll put 0 and -1 into them at the appropriate time
m_perClothFriction.push_back( softBody->getFriction() );
m_perClothFriction.push_back(softBody->m_cfg.kDF);
m_perClothCollisionObjects.push_back( CollisionObjectIndices(-1, -1) );
// Add space for new vertices and triangles in the default solver for now
@@ -253,6 +253,10 @@ void btOpenCLSoftBodySolverSIMDAware::optimize( btAlignedObjectArray< btSoftBody
m_anchorIndex.push_back(-1.0);
}
for( int vertex = numVertices; vertex < maxVertices; ++vertex )
{
m_anchorIndex.push_back(-1.0);
}
// Copy triangles similarly
// We're assuming here that vertex indices are based on the firstVertex rather than the entire scene
@@ -524,6 +528,7 @@ void btOpenCLSoftBodySolverSIMDAware::solveCollisionsAndUpdateVelocities( float
ciErrNum = clSetKernelArg(m_solveCollisionsAndUpdateVelocitiesKernel, 9, sizeof(cl_mem),&m_vertexData.m_clVertexVelocity.m_buffer);
ciErrNum = clSetKernelArg(m_solveCollisionsAndUpdateVelocitiesKernel, 10, sizeof(cl_mem),&m_vertexData.m_clVertexPosition.m_buffer);
ciErrNum = clSetKernelArg(m_solveCollisionsAndUpdateVelocitiesKernel, 11, sizeof(CollisionShapeDescription)*16,0);
ciErrNum = clSetKernelArg(m_solveCollisionsAndUpdateVelocitiesKernel, 12, sizeof(cl_mem),&m_vertexData.m_clVertexInverseMass.m_buffer);
size_t numWorkItems = workGroupSize*((m_vertexData.getNumVertices() + (workGroupSize-1)) / workGroupSize);
if (numWorkItems)