implement GPU breakable constraints
add GPU fixed constraint fix performance issue with concave meshes (didn't clear the number of concave-convex pairs, so it increased every frame)
This commit is contained in:
@@ -15,11 +15,12 @@ static const char* solveConstraintRowsCL= \
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"*/\n"
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"//Originally written by Erwin Coumans\n"
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"\n"
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"#define B3_CONSTRAINT_FLAG_ENABLED 1\n"
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"\n"
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"#define B3_GPU_POINT2POINT_CONSTRAINT_TYPE 3\n"
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"#define B3_GPU_FIXED_CONSTRAINT_TYPE 4\n"
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"\n"
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"\n"
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"#define MOTIONCLAMP 100000 //unused, for debugging/safety in case constraint solver fails\n"
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"#define B3_INFINITY 1e30f\n"
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"\n"
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"#define mymake_float4 (float4)\n"
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@@ -150,12 +151,8 @@ static const char* solveConstraintRowsCL= \
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" float m_lowerLimit;\n"
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" float m_upperLimit;\n"
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" float m_rhsPenetration;\n"
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" int m_originalConstraint;\n"
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"\n"
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" union\n"
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" {\n"
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" void* m_originalContactPoint;\n"
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" float m_unusedPadding4;\n"
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" };\n"
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"\n"
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" int m_overrideNumSolverIterations;\n"
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" int m_frictionIndex;\n"
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@@ -164,20 +161,19 @@ static const char* solveConstraintRowsCL= \
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"\n"
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"} b3SolverConstraint;\n"
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"\n"
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"typedef struct\n"
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"typedef struct \n"
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"{\n"
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" int m_bodyAPtrAndSignBit;\n"
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" int m_bodyBPtrAndSignBit;\n"
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" int m_constraintRowOffset;\n"
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" short int m_numConstraintRows;\n"
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" short int m_batchId;\n"
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"\n"
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" int m_originalConstraintIndex;\n"
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" int m_batchId;\n"
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"} b3BatchConstraint;\n"
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"\n"
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"\n"
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"\n"
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"\n"
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"\n"
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"\n"
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"typedef struct \n"
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"{\n"
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" int m_constraintType;\n"
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@@ -306,12 +302,13 @@ static const char* solveConstraintRowsCL= \
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"\n"
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"}\n"
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"\n"
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"__kernel\n"
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"void solveJointConstraintRows(__global b3GpuSolverBody* solverBodies,\n"
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"__kernel void solveJointConstraintRows(__global b3GpuSolverBody* solverBodies,\n"
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" __global b3BatchConstraint* batchConstraints,\n"
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" __global b3SolverConstraint* rows,\n"
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" __global unsigned int* numConstraintRowsInfo1, \n"
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" __global unsigned int* rowOffsets,\n"
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" __global b3GpuGenericConstraint* constraints,\n"
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" int batchOffset,\n"
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" int constraintOffset,\n"
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" int numConstraintsInBatch\n"
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" )\n"
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"{\n"
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@@ -320,10 +317,16 @@ static const char* solveConstraintRowsCL= \
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" return;\n"
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"\n"
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" __global b3BatchConstraint* c = &batchConstraints[b+batchOffset];\n"
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" for (int jj=0;jj<c->m_numConstraintRows;jj++)\n"
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" int originalConstraintIndex = c->m_originalConstraintIndex;\n"
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" if (constraints[originalConstraintIndex].m_flags&B3_CONSTRAINT_FLAG_ENABLED)\n"
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" {\n"
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" __global b3SolverConstraint* constraint = &rows[c->m_constraintRowOffset+jj];\n"
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" resolveSingleConstraintRowGeneric(&solverBodies[constraint->m_solverBodyIdA],&solverBodies[constraint->m_solverBodyIdB],constraint);\n"
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" int numConstraintRows = numConstraintRowsInfo1[originalConstraintIndex];\n"
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" int rowOffset = rowOffsets[originalConstraintIndex];\n"
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" for (int jj=0;jj<numConstraintRows;jj++)\n"
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" {\n"
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" __global b3SolverConstraint* constraint = &rows[rowOffset+jj];\n"
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" resolveSingleConstraintRowGeneric(&solverBodies[constraint->m_solverBodyIdA],&solverBodies[constraint->m_solverBodyIdB],constraint);\n"
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" }\n"
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" }\n"
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"};\n"
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"\n"
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@@ -348,7 +351,31 @@ static const char* solveConstraintRowsCL= \
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" solverBody->m_angularVelocity = bodyCL->m_angVel;\n"
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"}\n"
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"\n"
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"__kernel void getInfo1Kernel(__global unsigned int* infos, __global b3GpuGenericConstraint* constraints, __global b3BatchConstraint* batchConstraints, int numConstraints)\n"
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"__kernel void breakViolatedConstraintsKernel(__global b3GpuGenericConstraint* constraints, __global unsigned int* numConstraintRows, __global unsigned int* rowOffsets, __global b3SolverConstraint* rows, int numConstraints)\n"
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"{\n"
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" int cid = get_global_id(0);\n"
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" if (cid>=numConstraints)\n"
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" return;\n"
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" int numRows = numConstraintRows[cid];\n"
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" if (numRows)\n"
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" {\n"
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" // printf(\"cid=%d, breakingThreshold =%f\n\",cid,breakingThreshold);\n"
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" for (int i=0;i<numRows;i++)\n"
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" {\n"
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" int rowIndex = rowOffsets[cid]+i;\n"
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" float breakingThreshold = constraints[cid].m_breakingImpulseThreshold;\n"
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" // printf(\"rows[%d].m_appliedImpulse=%f\n\",rowIndex,rows[rowIndex].m_appliedImpulse);\n"
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" if (fabs(rows[rowIndex].m_appliedImpulse) >= breakingThreshold)\n"
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" {\n"
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" constraints[cid].m_flags =0;//&= ~B3_CONSTRAINT_FLAG_ENABLED;\n"
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" }\n"
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" }\n"
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" }\n"
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"}\n"
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"\n"
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"\n"
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"\n"
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"__kernel void getInfo1Kernel(__global unsigned int* infos, __global b3GpuGenericConstraint* constraints, int numConstraints)\n"
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"{\n"
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" int i = get_global_id(0);\n"
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" if (i>=numConstraints)\n"
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@@ -361,13 +388,11 @@ static const char* solveConstraintRowsCL= \
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" case B3_GPU_POINT2POINT_CONSTRAINT_TYPE:\n"
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" {\n"
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" infos[i] = 3;\n"
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" batchConstraints[i].m_numConstraintRows = 3;\n"
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" break;\n"
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" }\n"
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" case B3_GPU_FIXED_CONSTRAINT_TYPE:\n"
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" {\n"
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" infos[i] = 6;\n"
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" batchConstraints[i].m_numConstraintRows = 6;\n"
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" break;\n"
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" }\n"
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" default:\n"
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@@ -376,13 +401,24 @@ static const char* solveConstraintRowsCL= \
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" }\n"
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"}\n"
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"\n"
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"__kernel void initBatchConstraintsKernel(__global unsigned int* rowOffsets, __global b3BatchConstraint* batchConstraints, int numConstraints)\n"
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"__kernel void initBatchConstraintsKernel(__global unsigned int* numConstraintRows, __global unsigned int* rowOffsets, \n"
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" __global b3BatchConstraint* batchConstraints, \n"
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" __global b3GpuGenericConstraint* constraints,\n"
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" __global b3RigidBodyCL* bodies,\n"
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" int numConstraints)\n"
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"{\n"
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" int i = get_global_id(0);\n"
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" if (i>=numConstraints)\n"
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" return;\n"
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"\n"
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" batchConstraints[i].m_constraintRowOffset = rowOffsets[i];\n"
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" int rbA = constraints[i].m_rbA;\n"
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" int rbB = constraints[i].m_rbB;\n"
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"\n"
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" batchConstraints[i].m_bodyAPtrAndSignBit = bodies[rbA].m_invMass? rbA : -rbA;\n"
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" batchConstraints[i].m_bodyBPtrAndSignBit = bodies[rbB].m_invMass? rbB : -rbB;\n"
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" batchConstraints[i].m_batchId = -1;\n"
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" batchConstraints[i].m_originalConstraintIndex = i;\n"
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"\n"
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"}\n"
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"\n"
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"\n"
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@@ -511,23 +547,51 @@ static const char* solveConstraintRowsCL= \
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" }\n"
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"}\n"
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"\n"
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"/*\n"
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"@todo: convert this code to OpenCL\n"
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"void calculateDiffAxisAngleQuaternion(const b3Quaternion& orn0,const b3Quaternion& orn1a,b3Vector3& axis,b3Scalar& angle)\n"
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"Quaternion nearest( Quaternion first, Quaternion qd)\n"
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"{\n"
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" Quaternion orn1 = orn0.nearest(orn1a);\n"
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" Quaternion dorn = orn1 * orn0.inverse();\n"
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" angle = dorn.getAngle();\n"
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" axis = b3Vector3(dorn.getX(),dorn.getY(),dorn.getZ());\n"
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" axis[3] = b3Scalar(0.);\n"
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" //check for axis length\n"
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" b3Scalar len = axis.length2();\n"
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" if (len < B3_EPSILON*B3_EPSILON)\n"
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" axis = b3Vector3(b3Scalar(1.),b3Scalar(0.),b3Scalar(0.));\n"
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" else\n"
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" axis /= b3Sqrt(len);\n"
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" Quaternion diff,sum;\n"
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" diff = first- qd;\n"
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" sum = first + qd;\n"
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" \n"
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" if( dot(diff,diff) < dot(sum,sum) )\n"
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" return qd;\n"
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" return (-qd);\n"
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"}\n"
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"*/\n"
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"\n"
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"float b3Acos(float x) \n"
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"{ \n"
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" if (x<-1) \n"
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" x=-1; \n"
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" if (x>1) \n"
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" x=1;\n"
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" return acos(x); \n"
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"}\n"
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"\n"
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"float getAngle(Quaternion orn)\n"
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"{\n"
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" if (orn.w>=1.f)\n"
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" orn.w=1.f;\n"
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" float s = 2.f * b3Acos(orn.w);\n"
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" return s;\n"
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"}\n"
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"\n"
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"void calculateDiffAxisAngleQuaternion( Quaternion orn0,Quaternion orn1a,float4* axis,float* angle)\n"
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"{\n"
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" Quaternion orn1 = nearest(orn0,orn1a);\n"
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" \n"
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" Quaternion dorn = qtMul(orn1,qtInvert(orn0));\n"
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" *angle = getAngle(dorn);\n"
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" *axis = (float4)(dorn.x,dorn.y,dorn.z,0.f);\n"
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" \n"
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" //check for axis length\n"
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" float len = dot3F4(*axis,*axis);\n"
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" if (len < FLT_EPSILON*FLT_EPSILON)\n"
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" *axis = (float4)(1,0,0,0);\n"
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" else\n"
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" *axis /= sqrt(len);\n"
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"}\n"
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"\n"
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"\n"
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"\n"
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"void getInfo2FixedOrientation(__global b3GpuGenericConstraint* constraint,b3GpuConstraintInfo2* info,__global b3RigidBodyCL* bodies, int start_row)\n"
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"{\n"
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@@ -547,21 +611,23 @@ static const char* solveConstraintRowsCL= \
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" info->m_J2angularAxis[start_index + s+1] = -1;\n"
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" info->m_J2angularAxis[start_index + s*2+2] = -1;\n"
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" }\n"
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" /*\n"
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" @todo\n"
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" \n"
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" float currERP = info->erp;\n"
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" float k = info->fps * currERP;\n"
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" float4 diff;\n"
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" float angle;\n"
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" float4 qrelCur = worldOrnA *qtInvert(worldOrnB);\n"
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"\n"
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" calculateDiffAxisAngleQuaternion(constraint->m_relTargetAB,qrelCur,diff,angle);\n"
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" float4 qrelCur = qtMul(worldOrnA,qtInvert(worldOrnB));\n"
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" \n"
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" calculateDiffAxisAngleQuaternion(constraint->m_relTargetAB,qrelCur,&diff,&angle);\n"
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" diff*=-angle;\n"
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" for (j=0; j<3; j++)\n"
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" \n"
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" float* resultPtr = &diff;\n"
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" \n"
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" for (int j=0; j<3; j++)\n"
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" {\n"
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" info->m_constraintError[(start_row+j)*info->rowskip] = k * diff[j];\n"
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" info->m_constraintError[(3+j)*info->rowskip] = k * resultPtr[j];\n"
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" }\n"
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" */\n"
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" \n"
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"\n"
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"}\n"
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"\n"
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@@ -574,16 +640,21 @@ static const char* solveConstraintRowsCL= \
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"\n"
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" if (bodies[i].m_invMass)\n"
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" {\n"
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"// solverBodies[i].m_linearVelocity += solverBodies[i].m_deltaLinearVelocity;\n"
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"// solverBodies[i].m_angularVelocity += solverBodies[i].m_deltaAngularVelocity;\n"
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" bodies[i].m_linVel += solverBodies[i].m_deltaLinearVelocity;\n"
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" bodies[i].m_angVel += solverBodies[i].m_deltaAngularVelocity;\n"
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"// if (length(solverBodies[i].m_deltaLinearVelocity)<MOTIONCLAMP)\n"
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" {\n"
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" bodies[i].m_linVel += solverBodies[i].m_deltaLinearVelocity;\n"
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" }\n"
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"// if (length(solverBodies[i].m_deltaAngularVelocity)<MOTIONCLAMP)\n"
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" {\n"
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" bodies[i].m_angVel += solverBodies[i].m_deltaAngularVelocity;\n"
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" } \n"
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" }\n"
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"}\n"
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"\n"
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"\n"
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"__kernel void getInfo2Kernel(__global b3SolverConstraint* solverConstraintRows, \n"
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" __global unsigned int* infos, \n"
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" __global unsigned int* constraintRowOffsets, \n"
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" __global b3GpuGenericConstraint* constraints, \n"
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" __global b3BatchConstraint* batchConstraints, \n"
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" __global b3RigidBodyCL* bodies,\n"
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@@ -601,42 +672,44 @@ static const char* solveConstraintRowsCL= \
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" if (i>=numConstraints)\n"
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" return;\n"
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" \n"
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" //for now, always initialize the batch info\n"
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" int info1 = infos[i];\n"
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" \n"
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" if (info1)\n"
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" \n"
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" __global b3SolverConstraint* currentConstraintRow = &solverConstraintRows[constraintRowOffsets[i]];\n"
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" __global b3GpuGenericConstraint* constraint = &constraints[i];\n"
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"\n"
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" __global b3RigidBodyCL* rbA = &bodies[ constraint->m_rbA];\n"
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" __global b3RigidBodyCL* rbB = &bodies[ constraint->m_rbB];\n"
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"\n"
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" int solverBodyIdA = constraint->m_rbA;\n"
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" int solverBodyIdB = constraint->m_rbB;\n"
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"\n"
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" __global b3GpuSolverBody* bodyAPtr = &solverBodies[solverBodyIdA];\n"
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" __global b3GpuSolverBody* bodyBPtr = &solverBodies[solverBodyIdB];\n"
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"\n"
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"\n"
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" if (rbA->m_invMass)\n"
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" {\n"
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" batchConstraints[i].m_bodyAPtrAndSignBit = solverBodyIdA;\n"
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" } else\n"
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" {\n"
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" __global b3SolverConstraint* currentConstraintRow = &solverConstraintRows[batchConstraints[i].m_constraintRowOffset];\n"
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" __global b3GpuGenericConstraint* constraint = &constraints[i];\n"
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"\n"
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" __global b3RigidBodyCL* rbA = &bodies[ constraint->m_rbA];\n"
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" __global b3RigidBodyCL* rbB = &bodies[ constraint->m_rbB];\n"
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"\n"
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" int solverBodyIdA = constraint->m_rbA;\n"
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" int solverBodyIdB = constraint->m_rbB;\n"
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"\n"
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" __global b3GpuSolverBody* bodyAPtr = &solverBodies[solverBodyIdA];\n"
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" __global b3GpuSolverBody* bodyBPtr = &solverBodies[solverBodyIdB];\n"
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"\n"
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" if (rbA->m_invMass)\n"
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" {\n"
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" batchConstraints[i].m_bodyAPtrAndSignBit = solverBodyIdA;\n"
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" } else\n"
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" {\n"
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"// if (!solverBodyIdA)\n"
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"// m_staticIdx = 0;\n"
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" batchConstraints[i].m_bodyAPtrAndSignBit = -solverBodyIdA;\n"
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" }\n"
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" batchConstraints[i].m_bodyAPtrAndSignBit = -solverBodyIdA;\n"
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" }\n"
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"\n"
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" if (rbB->m_invMass)\n"
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" {\n"
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" batchConstraints[i].m_bodyBPtrAndSignBit = solverBodyIdB;\n"
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" } else\n"
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" {\n"
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" if (rbB->m_invMass)\n"
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" {\n"
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" batchConstraints[i].m_bodyBPtrAndSignBit = solverBodyIdB;\n"
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" } else\n"
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" {\n"
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"// if (!solverBodyIdB)\n"
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"// m_staticIdx = 0;\n"
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" batchConstraints[i].m_bodyBPtrAndSignBit = -solverBodyIdB;\n"
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" }\n"
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" batchConstraints[i].m_bodyBPtrAndSignBit = -solverBodyIdB;\n"
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" }\n"
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"\n"
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" if (info1)\n"
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" {\n"
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" int overrideNumSolverIterations = 0;//constraint->getOverrideNumSolverIterations() > 0 ? constraint->getOverrideNumSolverIterations() : infoGlobal.m_numIterations;\n"
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"// if (overrideNumSolverIterations>m_maxOverrideNumSolverIterations)\n"
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" // m_maxOverrideNumSolverIterations = overrideNumSolverIterations;\n"
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@@ -658,7 +731,7 @@ static const char* solveConstraintRowsCL= \
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" currentConstraintRow[j].m_lowerLimit = 0.f;\n"
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" currentConstraintRow[j].m_upperLimit = 0.f;\n"
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"\n"
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" currentConstraintRow[j].m_originalContactPoint = 0;\n"
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" currentConstraintRow[j].m_originalConstraint = i;\n"
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" currentConstraintRow[j].m_overrideNumSolverIterations = 0;\n"
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" currentConstraintRow[j].m_relpos1CrossNormal = (float4)(0,0,0,0);\n"
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" currentConstraintRow[j].m_relpos2CrossNormal = (float4)(0,0,0,0);\n"
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