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