b3GpuDynamicsWorld improvements:
apply forces copy linear/angular velocity every frame at the CPU side, initial velocity works now hook up setGravity Note: the 'stepSimulation' for GPU only simulates a single simulation frame.
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@@ -59,6 +59,7 @@ b3GpuRigidBodyPipeline::b3GpuRigidBodyPipeline(cl_context ctx,cl_device_id devic
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m_data->m_broadphaseDbvt = broadphaseDbvt;
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m_data->m_broadphaseSap = broadphaseSap;
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m_data->m_narrowphase = narrowphase;
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m_data->m_gravity.setValue(0.f,-9.8f,0.f);
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cl_int errNum=0;
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@@ -98,6 +99,12 @@ b3GpuRigidBodyPipeline::~b3GpuRigidBodyPipeline()
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delete m_data;
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}
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void b3GpuRigidBodyPipeline::reset()
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{
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m_data->m_allAabbsGPU->resize(0);
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m_data->m_allAabbsCPU.resize(0);
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m_data->m_joints.resize(0);
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}
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void b3GpuRigidBodyPipeline::addConstraint(b3TypedConstraint* constraint)
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{
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@@ -148,7 +155,7 @@ void b3GpuRigidBodyPipeline::stepSimulation(float deltaTime)
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int numContacts = 0;
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int numBodies = m_data->m_narrowphase->getNumBodiesGpu();
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int numBodies = m_data->m_narrowphase->getNumRigidBodies();
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if (numPairs)
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{
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@@ -194,9 +201,9 @@ void b3GpuRigidBodyPipeline::stepSimulation(float deltaTime)
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//solve constraints
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b3OpenCLArray<b3RigidBodyCL> gpuBodies(m_data->m_context,m_data->m_queue,0,true);
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gpuBodies.setFromOpenCLBuffer(m_data->m_narrowphase->getBodiesGpu(),m_data->m_narrowphase->getNumBodiesGpu());
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gpuBodies.setFromOpenCLBuffer(m_data->m_narrowphase->getBodiesGpu(),m_data->m_narrowphase->getNumRigidBodies());
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b3OpenCLArray<b3InertiaCL> gpuInertias(m_data->m_context,m_data->m_queue,0,true);
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gpuInertias.setFromOpenCLBuffer(m_data->m_narrowphase->getBodyInertiasGpu(),m_data->m_narrowphase->getNumBodiesGpu());
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gpuInertias.setFromOpenCLBuffer(m_data->m_narrowphase->getBodyInertiasGpu(),m_data->m_narrowphase->getNumRigidBodies());
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b3OpenCLArray<b3Contact4> gpuContacts(m_data->m_context,m_data->m_queue,0,true);
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gpuContacts.setFromOpenCLBuffer(m_data->m_narrowphase->getContactsGpu(),m_data->m_narrowphase->getNumContactsGpu());
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@@ -214,7 +221,7 @@ void b3GpuRigidBodyPipeline::stepSimulation(float deltaTime)
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b3TypedConstraint** joints = numJoints? &m_data->m_joints[0] : 0;
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b3Contact4* contacts = numContacts? &hostContacts[0]: 0;
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// m_data->m_solver->solveContacts(m_data->m_narrowphase->getNumBodiesGpu(),&hostBodies[0],&hostInertias[0],numContacts,contacts,numJoints, joints);
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m_data->m_solver->solveContacts(m_data->m_narrowphase->getNumBodiesGpu(),&hostBodies[0],&hostInertias[0],0,0,numJoints, joints);
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m_data->m_solver->solveContacts(m_data->m_narrowphase->getNumRigidBodies(),&hostBodies[0],&hostInertias[0],0,0,numJoints, joints);
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}
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gpuBodies.copyFromHost(hostBodies);
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@@ -302,14 +309,14 @@ void b3GpuRigidBodyPipeline::integrate(float timeStep)
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b3LauncherCL launcher(m_data->m_queue,m_data->m_integrateTransformsKernel);
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launcher.setBuffer(m_data->m_narrowphase->getBodiesGpu());
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int numBodies = m_data->m_narrowphase->getNumBodiesGpu();
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int numBodies = m_data->m_narrowphase->getNumRigidBodies();
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launcher.setConst(numBodies);
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launcher.setConst(timeStep);
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float angularDamp = 0.99f;
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launcher.setConst(angularDamp);
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b3Vector3 gravity(0.f,-9.8f,0.f);
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launcher.setConst(gravity);
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launcher.setConst(m_data->m_gravity);
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launcher.launch1D(numBodies);
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}
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@@ -320,7 +327,7 @@ void b3GpuRigidBodyPipeline::setupGpuAabbsFull()
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{
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cl_int ciErrNum=0;
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int numBodies = m_data->m_narrowphase->getNumBodiesGpu();
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int numBodies = m_data->m_narrowphase->getNumRigidBodies();
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if (!numBodies)
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return;
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@@ -356,9 +363,13 @@ cl_mem b3GpuRigidBodyPipeline::getBodyBuffer()
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int b3GpuRigidBodyPipeline::getNumBodies() const
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{
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return m_data->m_narrowphase->getNumBodiesGpu();
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return m_data->m_narrowphase->getNumRigidBodies();
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}
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void b3GpuRigidBodyPipeline::setGravity(const float* grav)
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{
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m_data->m_gravity.setValue(grav[0],grav[1],grav[2]);
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}
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void b3GpuRigidBodyPipeline::writeAllInstancesToGpu()
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{
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