add preliminary GPU ray cast (brute-force slow, only against sphere, allocates OpenCL buffers at every cast)
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96
src/Bullet3OpenCL/Raycast/kernels/rayCastKernels.cl
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96
src/Bullet3OpenCL/Raycast/kernels/rayCastKernels.cl
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typedef struct
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{
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float4 m_from;
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float4 m_to;
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} b3RayInfo;
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typedef struct
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{
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float m_hitFraction;
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int m_hitResult0;
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int m_hitResult1;
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int m_hitResult2;
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float4 m_hitPoint;
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float4 m_hitNormal;
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} b3RayHit;
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typedef struct
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{
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float4 m_pos;
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float4 m_quat;
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float4 m_linVel;
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float4 m_angVel;
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unsigned int m_collidableIdx;
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float m_invMass;
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float m_restituitionCoeff;
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float m_frictionCoeff;
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} Body;
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typedef struct Collidable
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{
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int m_unused1;
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int m_unused2;
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int m_shapeType;
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int m_shapeIndex;
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} Collidable;
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bool sphere_intersect(float4 spherePos, float radius, float4 rayFrom, float4 rayTo)
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{
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// rs = ray.org - sphere.center
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float4 rs = rayFrom - spherePos;
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rs.w = 0.f;
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float4 rayDir = (rayTo-rayFrom);
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rayDir.w = 0.f;
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rayDir = normalize(rayDir);
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float B = dot(rs, rayDir);
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float C = dot(rs, rs) - (radius * radius);
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float D = B * B - C;
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if (D > 0.0)
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{
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float t = -B - sqrt(D);
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if ( (t > 0.0))// && (t < isect.t) )
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{
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return true;//isect.t = t;
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}
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}
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return false;
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}
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__kernel void rayCastKernel(
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int numRays,
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const __global b3RayInfo* rays,
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__global b3RayHit* hits,
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const int numBodies,
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__global Body* bodies,
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__global Collidable* collidables)
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{
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bool hit=false;
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int i = get_global_id(0);
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if (i<numRays)
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{
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hits[i].m_hitFraction = 1.f;
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float4 rayFrom = rays[i].m_from;
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float4 rayTo = rays[i].m_to;
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for (int b=0;b<numBodies;b++)
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{
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float4 pos = bodies[b].m_pos;
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// float4 orn = bodies[b].m_quat;
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float radius = 1.f;
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if (sphere_intersect(pos, radius, rayFrom, rayTo))
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hit = true;
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}
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if (hit)
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hits[i].m_hitFraction = 0.f;
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}
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}
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