more work towards gpu split jacobi solver
This commit is contained in:
@@ -4,12 +4,46 @@
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#include "parallel_primitives/host/btPrefixScanCL.h"
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#include "btGpuConstraint4.h"
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#include "BulletCommon/btQuickprof.h"
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#include "../../parallel_primitives/host/btInt2.h"
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#include "../../parallel_primitives/host/btFillCL.h"
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#include "../../parallel_primitives/host/btLauncherCL.h"
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#include "../kernels/solverUtils.h"
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#define SOLVER_UTILS_KERNEL_PATH "opencl/gpu_rigidbody/kernels/solverUtils.cl"
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struct btGpuJacobiSolverInternalData
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{
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//btRadixSort32CL* m_sort32;
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//btBoundSearchCL* m_search;
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btPrefixScanCL* m_scan;
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btOpenCLArray<unsigned int>* m_bodyCount;
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btOpenCLArray<btInt2>* m_contactConstraintOffsets;
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btOpenCLArray<unsigned int>* m_offsetSplitBodies;
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btOpenCLArray<btVector3>* m_deltaLinearVelocities;
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btOpenCLArray<btVector3>* m_deltaAngularVelocities;
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btOpenCLArray<btGpuConstraint4>* m_contactConstraints;
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btFillCL* m_filler;
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cl_kernel m_countBodiesKernel;
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cl_kernel m_contactToConstraintSplitKernel;
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cl_kernel m_clearVelocitiesKernel;
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cl_kernel m_solveContactKernel;
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cl_kernel m_solveFrictionKernel;
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};
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btGpuJacobiSolver::btGpuJacobiSolver(cl_context ctx, cl_device_id device, cl_command_queue queue, int pairCapacity)
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@@ -19,10 +53,52 @@ btGpuJacobiSolver::btGpuJacobiSolver(cl_context ctx, cl_device_id device, cl_com
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{
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m_data = new btGpuJacobiSolverInternalData;
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m_data->m_scan = new btPrefixScanCL(m_context,m_device,m_queue);
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m_data->m_bodyCount = new btOpenCLArray<unsigned int>(m_context,m_queue);
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m_data->m_filler = new btFillCL(m_context,m_device,m_queue);
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m_data->m_contactConstraintOffsets = new btOpenCLArray<btInt2>(m_context,m_queue);
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m_data->m_offsetSplitBodies = new btOpenCLArray<unsigned int>(m_context,m_queue);
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m_data->m_contactConstraints = new btOpenCLArray<btGpuConstraint4>(m_context,m_queue);
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m_data->m_deltaLinearVelocities = new btOpenCLArray<btVector3>(m_context,m_queue);
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m_data->m_deltaAngularVelocities = new btOpenCLArray<btVector3>(m_context,m_queue);
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cl_int pErrNum;
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const char* additionalMacros="";
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const char* solverUtilsSource = solverUtilsCL;
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{
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cl_program solverUtilsProg= btOpenCLUtils::compileCLProgramFromString( ctx, device, solverUtilsSource, &pErrNum,additionalMacros, SOLVER_UTILS_KERNEL_PATH);
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btAssert(solverUtilsProg);
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m_data->m_countBodiesKernel = btOpenCLUtils::compileCLKernelFromString( ctx, device, solverUtilsSource, "CountBodiesKernel", &pErrNum, solverUtilsProg,additionalMacros );
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btAssert(m_data->m_countBodiesKernel);
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m_data->m_contactToConstraintSplitKernel = btOpenCLUtils::compileCLKernelFromString( ctx, device, solverUtilsSource, "ContactToConstraintSplitKernel", &pErrNum, solverUtilsProg,additionalMacros );
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btAssert(m_data->m_contactToConstraintSplitKernel);
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m_data->m_clearVelocitiesKernel = btOpenCLUtils::compileCLKernelFromString( ctx, device, solverUtilsSource, "ClearVelocitiesKernel", &pErrNum, solverUtilsProg,additionalMacros );
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btAssert(m_data->m_clearVelocitiesKernel);
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m_data->m_solveContactKernel = btOpenCLUtils::compileCLKernelFromString( ctx, device, solverUtilsSource, "SolveContactJacobiKernel", &pErrNum, solverUtilsProg,additionalMacros );
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btAssert(m_data->m_solveContactKernel );
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m_data->m_solveFrictionKernel = btOpenCLUtils::compileCLKernelFromString( ctx, device, solverUtilsSource, "SolveFrictionJacobiKernel", &pErrNum, solverUtilsProg,additionalMacros );
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btAssert(m_data->m_solveFrictionKernel);
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}
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}
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btGpuJacobiSolver::~btGpuJacobiSolver()
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{
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clReleaseKernel(m_data->m_solveContactKernel);
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clReleaseKernel(m_data->m_solveFrictionKernel);
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clReleaseKernel(m_data->m_countBodiesKernel);
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clReleaseKernel(m_data->m_contactToConstraintSplitKernel);
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clReleaseKernel(m_data->m_clearVelocitiesKernel );
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delete m_data->m_deltaLinearVelocities;
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delete m_data->m_deltaAngularVelocities;
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delete m_data->m_contactConstraints;
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delete m_data->m_offsetSplitBodies;
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delete m_data->m_contactConstraintOffsets;
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delete m_data->m_bodyCount;
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delete m_data->m_filler;
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delete m_data->m_scan;
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delete m_data;
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}
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@@ -59,19 +135,12 @@ btVector4 make_float4(float x,float y, float z, float w)
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}
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template<bool JACOBI>
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static
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__inline
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void solveContact(btGpuConstraint4& cs,
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const btVector3& posA, btVector3& linVelA, btVector3& angVelA, float invMassA, const btMatrix3x3& invInertiaA,
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const btVector3& posB, btVector3& linVelB, btVector3& angVelB, float invMassB, const btMatrix3x3& invInertiaB,
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float maxRambdaDt[4], float minRambdaDt[4])
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static __inline void solveContact(btGpuConstraint4& cs,
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const btVector3& posA, const btVector3& linVelARO, const btVector3& angVelARO, float invMassA, const btMatrix3x3& invInertiaA,
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const btVector3& posB, const btVector3& linVelBRO, const btVector3& angVelBRO, float invMassB, const btMatrix3x3& invInertiaB,
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float maxRambdaDt[4], float minRambdaDt[4], btVector3& dLinVelA, btVector3& dAngVelA, btVector3& dLinVelB, btVector3& dAngVelB)
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{
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btVector3 dLinVelA; dLinVelA.setZero();
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btVector3 dAngVelA; dAngVelA.setZero();
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btVector3 dLinVelB; dLinVelB.setZero();
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btVector3 dAngVelB; dAngVelB.setZero();
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for(int ic=0; ic<4; ic++)
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{
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@@ -85,7 +154,7 @@ void solveContact(btGpuConstraint4& cs,
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setLinearAndAngular( (const btVector3 &)-cs.m_linear, (const btVector3 &)r0, (const btVector3 &)r1, linear, angular0, angular1 );
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float rambdaDt = calcRelVel((const btVector3 &)cs.m_linear,(const btVector3 &) -cs.m_linear, angular0, angular1,
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linVelA, angVelA, linVelB, angVelB ) + cs.m_b[ic];
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linVelARO+dLinVelA, angVelARO+dAngVelA, linVelBRO+dLinVelB, angVelBRO+dAngVelB ) + cs.m_b[ic];
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rambdaDt *= cs.m_jacCoeffInv[ic];
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{
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@@ -106,31 +175,19 @@ void solveContact(btGpuConstraint4& cs,
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btAssert(_finite(linImp0.x()));
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btAssert(_finite(linImp1.x()));
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#endif
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if( JACOBI )
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if (invMassA)
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{
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dLinVelA += linImp0;
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dAngVelA += angImp0;
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}
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if (invMassB)
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{
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dLinVelB += linImp1;
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dAngVelB += angImp1;
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}
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else
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{
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linVelA += linImp0;
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angVelA += angImp0;
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linVelB += linImp1;
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angVelB += angImp1;
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}
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}
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}
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if( JACOBI )
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{
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linVelA += dLinVelA;
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angVelA += dAngVelA;
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linVelB += dLinVelB;
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angVelB += dAngVelB;
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}
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}
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@@ -138,11 +195,16 @@ void solveContact(btGpuConstraint4& cs,
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static inline void solveFriction(btGpuConstraint4& cs,
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const btVector3& posA, btVector3& linVelA, btVector3& angVelA, float invMassA, const btMatrix3x3& invInertiaA,
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const btVector3& posB, btVector3& linVelB, btVector3& angVelB, float invMassB, const btMatrix3x3& invInertiaB,
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float maxRambdaDt[4], float minRambdaDt[4])
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const btVector3& posA, const btVector3& linVelARO, const btVector3& angVelARO, float invMassA, const btMatrix3x3& invInertiaA,
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const btVector3& posB, const btVector3& linVelBRO, const btVector3& angVelBRO, float invMassB, const btMatrix3x3& invInertiaB,
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float maxRambdaDt[4], float minRambdaDt[4], btVector3& dLinVelA, btVector3& dAngVelA, btVector3& dLinVelB, btVector3& dAngVelB)
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{
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btVector3 linVelA = linVelARO+dLinVelA;
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btVector3 linVelB = linVelBRO+dLinVelB;
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btVector3 angVelA = angVelARO+dAngVelA;
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btVector3 angVelB = angVelBRO+dAngVelB;
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if( cs.m_fJacCoeffInv[0] == 0 && cs.m_fJacCoeffInv[0] == 0 ) return;
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const btVector3& center = (const btVector3&)cs.m_center;
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@@ -187,10 +249,16 @@ static inline void solveFriction(btGpuConstraint4& cs,
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btAssert(_finite(linImp0.x()));
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btAssert(_finite(linImp1.x()));
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#endif
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linVelA += linImp0;
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angVelA += angImp0;
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linVelB += linImp1;
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angVelB += angImp1;
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if (invMassA)
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{
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dLinVelA += linImp0;
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dAngVelA += angImp0;
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}
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if (invMassB)
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{
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dLinVelB += linImp1;
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dAngVelB += angImp1;
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}
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}
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{ // angular damping for point constraint
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@@ -201,8 +269,10 @@ static inline void solveFriction(btGpuConstraint4& cs,
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float angNA = btDot( n, angVelA );
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float angNB = btDot( n, angVelB );
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angVelA -= (angNA*0.1f)*n;
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angVelB -= (angNB*0.1f)*n;
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if (invMassA)
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dAngVelA -= (angNA*0.1f)*n;
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if (invMassB)
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dAngVelB -= (angNB*0.1f)*n;
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}
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}
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@@ -224,7 +294,7 @@ btVector3 mtMul3(const btVector3& a, const btMatrix3x3& b)
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float calcJacCoeff(const btVector3& linear0, const btVector3& linear1, const btVector3& angular0, const btVector3& angular1,
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float invMass0, const btMatrix3x3* invInertia0, float invMass1, const btMatrix3x3* invInertia1)
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float invMass0, const btMatrix3x3* invInertia0, float invMass1, const btMatrix3x3* invInertia1, float countA, float countB)
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{
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// linear0,1 are normlized
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float jmj0 = invMass0;//dot3F4(linear0, linear0)*invMass0;
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@@ -232,13 +302,13 @@ float calcJacCoeff(const btVector3& linear0, const btVector3& linear1, const btV
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float jmj1 = btDot(mtMul3(angular0,*invInertia0), angular0);
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float jmj2 = invMass1;//dot3F4(linear1, linear1)*invMass1;
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float jmj3 = btDot(mtMul3(angular1,*invInertia1), angular1);
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return -1.f/(jmj0+jmj1+jmj2+jmj3);
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return -1.f/((jmj0+jmj1)*countA+(jmj2+jmj3)*countB);
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}
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void setConstraint4( const btVector3& posA, const btVector3& linVelA, const btVector3& angVelA, float invMassA, const btMatrix3x3& invInertiaA,
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const btVector3& posB, const btVector3& linVelB, const btVector3& angVelB, float invMassB, const btMatrix3x3& invInertiaB,
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btContact4* src, float dt, float positionDrift, float positionConstraintCoeff,
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btContact4* src, float dt, float positionDrift, float positionConstraintCoeff, float countA, float countB,
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btGpuConstraint4* dstC )
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{
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dstC->m_bodyA = abs(src->m_bodyAPtrAndSignBit);
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@@ -271,13 +341,16 @@ void setConstraint4( const btVector3& posA, const btVector3& linVelA, const btVe
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setLinearAndAngular(src->m_worldNormal, r0, r1, linear, angular0, angular1);
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dstC->m_jacCoeffInv[ic] = calcJacCoeff(linear, -linear, angular0, angular1,
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invMassA, &invInertiaA, invMassB, &invInertiaB );
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invMassA, &invInertiaA, invMassB, &invInertiaB ,countA,countB);
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relVelN = calcRelVel(linear, -linear, angular0, angular1,
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linVelA, angVelA, linVelB, angVelB);
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float e = 0.f;//src->getRestituitionCoeff();
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if( relVelN*relVelN < 0.004f ) e = 0.f;
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if( relVelN*relVelN < 0.004f )
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{
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e = 0.f;
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}
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dstC->m_b[ic] = e*relVelN;
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//float penetration = src->m_worldPos[ic].w;
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@@ -306,7 +379,7 @@ void setConstraint4( const btVector3& posA, const btVector3& linVelA, const btVe
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setLinearAndAngular(tangent[i], r[0], r[1], linear, angular0, angular1);
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dstC->m_fJacCoeffInv[i] = calcJacCoeff(linear, -linear, angular0, angular1,
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invMassA, &invInertiaA, invMassB, &invInertiaB );
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invMassA, &invInertiaA, invMassB, &invInertiaB ,countA,countB);
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dstC->m_fAppliedRambdaDt[i] = 0.f;
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}
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dstC->m_center = center;
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@@ -330,7 +403,7 @@ void setConstraint4( const btVector3& posA, const btVector3& linVelA, const btVe
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void ContactToConstraintKernel(btContact4* gContact, btRigidBodyCL* gBodies, btInertiaCL* gShapes, btGpuConstraint4* gConstraintOut, int nContacts,
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float dt,
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float positionDrift,
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float positionConstraintCoeff, int gIdx
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float positionConstraintCoeff, int gIdx, btAlignedObjectArray<unsigned int>& bodyCount
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)
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{
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//int gIdx = 0;//GET_GLOBAL_IDX;
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@@ -353,9 +426,10 @@ float positionConstraintCoeff, int gIdx
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btMatrix3x3 invInertiaB = gShapes[bIdx].m_invInertiaWorld;//m_invInertia;
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btGpuConstraint4 cs;
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float countA = invMassA ? btScalar(bodyCount[aIdx]) : 1;
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float countB = invMassB ? btScalar(bodyCount[bIdx]) : 1;
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setConstraint4( posA, linVelA, angVelA, invMassA, invInertiaA, posB, linVelB, angVelB, invMassB, invInertiaB,
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&gContact[gIdx], dt, positionDrift, positionConstraintCoeff,
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&gContact[gIdx], dt, positionDrift, positionConstraintCoeff,countA,countB,
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&cs );
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@@ -367,15 +441,19 @@ float positionConstraintCoeff, int gIdx
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}
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void btGpuJacobiSolver::solveGroup(btRigidBodyCL* bodies,btInertiaCL* inertias,int numBodies,btContact4* manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btJacobiSolverInfo& solverInfo)
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void btGpuJacobiSolver::solveGroupHost(btRigidBodyCL* bodies,btInertiaCL* inertias,int numBodies,btContact4* manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btJacobiSolverInfo& solverInfo)
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{
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BT_PROFILE("btGpuJacobiSolver::solveGroup");
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/*
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btAlignedObjectArray<unsigned int> bodyCount;
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bodyCount.resize(numBodies);
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for (int i=0;i<numBodies;i++)
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bodyCount[i] = 0;
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btAlignedObjectArray<btInt2> contactConstraintOffsets;
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contactConstraintOffsets.resize(numManifolds);
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for (int i=0;i<numManifolds;i++)
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{
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int pa = manifoldPtr[i].m_bodyAPtrAndSignBit;
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@@ -389,10 +467,12 @@ void btGpuJacobiSolver::solveGroup(btRigidBodyCL* bodies,btInertiaCL* inertias,i
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if (!isFixedA)
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{
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contactConstraintOffsets[i].x = bodyCount[bodyIndexA];
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bodyCount[bodyIndexA]++;
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}
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if (!isFixedB)
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{
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contactConstraintOffsets[i].y = bodyCount[bodyIndexB];
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bodyCount[bodyIndexB]++;
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}
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}
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@@ -401,11 +481,11 @@ void btGpuJacobiSolver::solveGroup(btRigidBodyCL* bodies,btInertiaCL* inertias,i
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offsetSplitBodies.resize(numBodies);
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unsigned int totalNumSplitBodies;
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m_data->m_scan->executeHost(bodyCount,offsetSplitBodies,numBodies,&totalNumSplitBodies);
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int numlastBody = bodyCount[numBodies-1];
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totalNumSplitBodies += numlastBody;
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btAlignedObjectArray<btRigidBodyCL> splitBodies;
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//splitBodies.resize();
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*/
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btAlignedObjectArray<btGpuConstraint4> contactConstraints;
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@@ -416,13 +496,28 @@ void btGpuJacobiSolver::solveGroup(btRigidBodyCL* bodies,btInertiaCL* inertias,i
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ContactToConstraintKernel(&manifoldPtr[0],bodies,inertias,&contactConstraints[0],numManifolds,
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solverInfo.m_deltaTime,
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solverInfo.m_positionDrift,
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solverInfo.m_positionConstraintCoeff,i);
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solverInfo.m_positionConstraintCoeff,
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i, bodyCount);
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}
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int maxIter = 4;
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int maxIter = 14;
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btAlignedObjectArray<btVector3> deltaLinearVelocities;
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btAlignedObjectArray<btVector3> deltaAngularVelocities;
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deltaLinearVelocities.resize(totalNumSplitBodies);
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deltaAngularVelocities.resize(totalNumSplitBodies);
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for (int i=0;i<totalNumSplitBodies;i++)
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{
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deltaLinearVelocities[i].setZero();
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deltaAngularVelocities[i].setZero();
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}
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for (int iter = 0;iter<maxIter;iter++)
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{
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for(int i=0; i<numManifolds; i++)
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int i=0;
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for( i=0; i<numManifolds; i++)
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{
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|
||||
float frictionCoeff = contactConstraints[i].getFrictionCoeff();
|
||||
@@ -431,17 +526,76 @@ void btGpuJacobiSolver::solveGroup(btRigidBodyCL* bodies,btInertiaCL* inertias,i
|
||||
btRigidBodyCL& bodyA = bodies[aIdx];
|
||||
btRigidBodyCL& bodyB = bodies[bIdx];
|
||||
|
||||
btVector3 zero(0,0,0);
|
||||
|
||||
btVector3* dlvAPtr=&zero;
|
||||
btVector3* davAPtr=&zero;
|
||||
btVector3* dlvBPtr=&zero;
|
||||
btVector3* davBPtr=&zero;
|
||||
|
||||
if (bodyA.getInvMass())
|
||||
{
|
||||
int bodyOffsetA = offsetSplitBodies[aIdx];
|
||||
int constraintOffsetA = contactConstraintOffsets[i].x;
|
||||
int splitIndexA = bodyOffsetA+constraintOffsetA;
|
||||
dlvAPtr = &deltaLinearVelocities[splitIndexA];
|
||||
davAPtr = &deltaAngularVelocities[splitIndexA];
|
||||
}
|
||||
|
||||
if (bodyB.getInvMass())
|
||||
{
|
||||
int bodyOffsetB = offsetSplitBodies[bIdx];
|
||||
int constraintOffsetB = contactConstraintOffsets[i].y;
|
||||
int splitIndexB= bodyOffsetB+constraintOffsetB;
|
||||
dlvBPtr =&deltaLinearVelocities[splitIndexB];
|
||||
davBPtr = &deltaAngularVelocities[splitIndexB];
|
||||
}
|
||||
|
||||
|
||||
|
||||
{
|
||||
float maxRambdaDt[4] = {FLT_MAX,FLT_MAX,FLT_MAX,FLT_MAX};
|
||||
float minRambdaDt[4] = {0.f,0.f,0.f,0.f};
|
||||
|
||||
solveContact<false>( contactConstraints[i], (btVector3&)bodyA.m_pos, (btVector3&)bodyA.m_linVel, (btVector3&)bodyA.m_angVel, bodyA.m_invMass, inertias[aIdx].m_invInertiaWorld,
|
||||
(btVector3&)bodyB.m_pos, (btVector3&)bodyB.m_linVel, (btVector3&)bodyB.m_angVel, bodyB.m_invMass, inertias[bIdx].m_invInertiaWorld,
|
||||
maxRambdaDt, minRambdaDt );
|
||||
solveContact( contactConstraints[i], (btVector3&)bodyA.m_pos, (btVector3&)bodyA.m_linVel, (btVector3&)bodyA.m_angVel, bodyA.m_invMass, inertias[aIdx].m_invInertiaWorld,
|
||||
(btVector3&)bodyB.m_pos, (btVector3&)bodyB.m_linVel, (btVector3&)bodyB.m_angVel, bodyB.m_invMass, inertias[bIdx].m_invInertiaWorld,
|
||||
maxRambdaDt, minRambdaDt , *dlvAPtr,*davAPtr,*dlvBPtr,*davBPtr );
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//easy
|
||||
for (int i=0;i<numBodies;i++)
|
||||
{
|
||||
if (bodies[i].getInvMass())
|
||||
{
|
||||
int bodyOffset = offsetSplitBodies[i];
|
||||
int count = bodyCount[i];
|
||||
float factor = 1.f/float(count);
|
||||
btVector3 averageLinVel;
|
||||
averageLinVel.setZero();
|
||||
btVector3 averageAngVel;
|
||||
averageAngVel.setZero();
|
||||
for (int j=0;j<count;j++)
|
||||
{
|
||||
averageLinVel += deltaLinearVelocities[bodyOffset+j]*factor;
|
||||
averageAngVel += deltaAngularVelocities[bodyOffset+j]*factor;
|
||||
}
|
||||
for (int j=0;j<count;j++)
|
||||
{
|
||||
deltaLinearVelocities[bodyOffset+j] = averageLinVel;
|
||||
deltaAngularVelocities[bodyOffset+j] = averageAngVel;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//solve friction
|
||||
|
||||
for(int i=0; i<numManifolds; i++)
|
||||
{
|
||||
float maxRambdaDt[4] = {FLT_MAX,FLT_MAX,FLT_MAX,FLT_MAX};
|
||||
@@ -458,6 +612,31 @@ void btGpuJacobiSolver::solveGroup(btRigidBodyCL* bodies,btInertiaCL* inertias,i
|
||||
btRigidBodyCL& bodyA = bodies[aIdx];
|
||||
btRigidBodyCL& bodyB = bodies[bIdx];
|
||||
|
||||
btVector3 zero(0,0,0);
|
||||
|
||||
btVector3* dlvAPtr=&zero;
|
||||
btVector3* davAPtr=&zero;
|
||||
btVector3* dlvBPtr=&zero;
|
||||
btVector3* davBPtr=&zero;
|
||||
|
||||
if (bodyA.getInvMass())
|
||||
{
|
||||
int bodyOffsetA = offsetSplitBodies[aIdx];
|
||||
int constraintOffsetA = contactConstraintOffsets[i].x;
|
||||
int splitIndexA = bodyOffsetA+constraintOffsetA;
|
||||
dlvAPtr = &deltaLinearVelocities[splitIndexA];
|
||||
davAPtr = &deltaAngularVelocities[splitIndexA];
|
||||
}
|
||||
|
||||
if (bodyB.getInvMass())
|
||||
{
|
||||
int bodyOffsetB = offsetSplitBodies[bIdx];
|
||||
int constraintOffsetB = contactConstraintOffsets[i].y;
|
||||
int splitIndexB= bodyOffsetB+constraintOffsetB;
|
||||
dlvBPtr =&deltaLinearVelocities[splitIndexB];
|
||||
davBPtr = &deltaAngularVelocities[splitIndexB];
|
||||
}
|
||||
|
||||
for(int j=0; j<4; j++)
|
||||
{
|
||||
maxRambdaDt[j] = frictionCoeff*sum;
|
||||
@@ -465,12 +644,338 @@ void btGpuJacobiSolver::solveGroup(btRigidBodyCL* bodies,btInertiaCL* inertias,i
|
||||
}
|
||||
|
||||
solveFriction( contactConstraints[i], (btVector3&)bodyA.m_pos, (btVector3&)bodyA.m_linVel, (btVector3&)bodyA.m_angVel, bodyA.m_invMass,inertias[aIdx].m_invInertiaWorld,
|
||||
(btVector3&)bodyB.m_pos, (btVector3&)bodyB.m_linVel, (btVector3&)bodyB.m_angVel, bodyB.m_invMass, inertias[bIdx].m_invInertiaWorld,
|
||||
maxRambdaDt, minRambdaDt );
|
||||
|
||||
(btVector3&)bodyB.m_pos, (btVector3&)bodyB.m_linVel, (btVector3&)bodyB.m_angVel, bodyB.m_invMass, inertias[bIdx].m_invInertiaWorld,
|
||||
maxRambdaDt, minRambdaDt , *dlvAPtr,*davAPtr,*dlvBPtr,*davBPtr);
|
||||
|
||||
}
|
||||
|
||||
//easy
|
||||
for (int i=0;i<numBodies;i++)
|
||||
{
|
||||
if (bodies[i].getInvMass())
|
||||
{
|
||||
int bodyOffset = offsetSplitBodies[i];
|
||||
int count = bodyCount[i];
|
||||
float factor = 1.f/float(count);
|
||||
btVector3 averageLinVel;
|
||||
averageLinVel.setZero();
|
||||
btVector3 averageAngVel;
|
||||
averageAngVel.setZero();
|
||||
for (int j=0;j<count;j++)
|
||||
{
|
||||
averageLinVel += deltaLinearVelocities[bodyOffset+j]*factor;
|
||||
averageAngVel += deltaAngularVelocities[bodyOffset+j]*factor;
|
||||
}
|
||||
for (int j=0;j<count;j++)
|
||||
{
|
||||
deltaLinearVelocities[bodyOffset+j] = averageLinVel;
|
||||
deltaAngularVelocities[bodyOffset+j] = averageAngVel;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
//easy
|
||||
for (int i=0;i<numBodies;i++)
|
||||
{
|
||||
if (bodies[i].getInvMass())
|
||||
{
|
||||
int bodyOffset = offsetSplitBodies[i];
|
||||
int count = bodyCount[i];
|
||||
if (count)
|
||||
{
|
||||
bodies[i].m_linVel += deltaLinearVelocities[bodyOffset];
|
||||
bodies[i].m_angVel += deltaAngularVelocities[bodyOffset];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void btGpuJacobiSolver::solveGroup(btOpenCLArray<btRigidBodyCL>* bodies,btOpenCLArray<btInertiaCL>* inertias,btOpenCLArray<btContact4>* manifoldPtr,const btJacobiSolverInfo& solverInfo)
|
||||
{
|
||||
|
||||
BT_PROFILE("btGpuJacobiSolver::solveGroup");
|
||||
|
||||
int numBodies = bodies->size();
|
||||
int numManifolds = manifoldPtr->size();
|
||||
|
||||
m_data->m_bodyCount->resize(numBodies);
|
||||
|
||||
unsigned int val=0;
|
||||
btInt2 val2;
|
||||
val2.x=0;
|
||||
val2.y=0;
|
||||
|
||||
{
|
||||
BT_PROFILE("m_filler");
|
||||
m_data->m_contactConstraintOffsets->resize(numManifolds);
|
||||
m_data->m_filler->execute(*m_data->m_bodyCount,val,numBodies);
|
||||
|
||||
|
||||
m_data->m_filler->execute(*m_data->m_contactConstraintOffsets,val2,numManifolds);
|
||||
}
|
||||
|
||||
{
|
||||
BT_PROFILE("m_countBodiesKernel");
|
||||
btLauncherCL launcher(this->m_queue,m_data->m_countBodiesKernel);
|
||||
launcher.setBuffer(manifoldPtr->getBufferCL());
|
||||
launcher.setBuffer(m_data->m_bodyCount->getBufferCL());
|
||||
launcher.setBuffer(m_data->m_contactConstraintOffsets->getBufferCL());
|
||||
launcher.setConst(numManifolds);
|
||||
launcher.setConst(solverInfo.m_fixedBodyIndex);
|
||||
launcher.launch1D(numManifolds);
|
||||
}
|
||||
|
||||
unsigned int totalNumSplitBodies=0;
|
||||
m_data->m_offsetSplitBodies->resize(numBodies);
|
||||
m_data->m_scan->execute(*m_data->m_bodyCount,*m_data->m_offsetSplitBodies,numBodies,&totalNumSplitBodies);
|
||||
totalNumSplitBodies+=m_data->m_bodyCount->at(numBodies-1);
|
||||
|
||||
|
||||
int numContacts = manifoldPtr->size();
|
||||
m_data->m_contactConstraints->resize(numContacts);
|
||||
|
||||
|
||||
{
|
||||
BT_PROFILE("contactToConstraintSplitKernel");
|
||||
btLauncherCL launcher( m_queue, m_data->m_contactToConstraintSplitKernel);
|
||||
launcher.setBuffer(manifoldPtr->getBufferCL());
|
||||
launcher.setBuffer(bodies->getBufferCL());
|
||||
launcher.setBuffer(inertias->getBufferCL());
|
||||
launcher.setBuffer(m_data->m_contactConstraints->getBufferCL());
|
||||
launcher.setBuffer(m_data->m_bodyCount->getBufferCL());
|
||||
launcher.setConst(numContacts);
|
||||
launcher.setConst(solverInfo.m_deltaTime);
|
||||
launcher.setConst(solverInfo.m_positionDrift);
|
||||
launcher.setConst(solverInfo.m_positionConstraintCoeff);
|
||||
launcher.launch1D( numContacts, 64 );
|
||||
clFinish(m_queue);
|
||||
}
|
||||
|
||||
|
||||
m_data->m_deltaLinearVelocities->resize(totalNumSplitBodies);
|
||||
m_data->m_deltaAngularVelocities->resize(totalNumSplitBodies);
|
||||
|
||||
|
||||
|
||||
{
|
||||
BT_PROFILE("m_clearVelocitiesKernel");
|
||||
btLauncherCL launch(m_queue,m_data->m_clearVelocitiesKernel);
|
||||
launch.setBuffer(m_data->m_deltaAngularVelocities->getBufferCL());
|
||||
launch.setBuffer(m_data->m_deltaLinearVelocities->getBufferCL());
|
||||
launch.setConst(totalNumSplitBodies);
|
||||
launch.launch1D(totalNumSplitBodies);
|
||||
}
|
||||
|
||||
int maxIter = 4;
|
||||
|
||||
for (int iter = 0;iter<maxIter;iter++)
|
||||
{
|
||||
{
|
||||
BT_PROFILE("m_solveContactKernel");
|
||||
btLauncherCL launcher( m_queue, m_data->m_solveContactKernel );
|
||||
launcher.setBuffer(m_data->m_contactConstraints->getBufferCL());
|
||||
launcher.setBuffer(bodies->getBufferCL());
|
||||
launcher.setBuffer(inertias->getBufferCL());
|
||||
launcher.setBuffer(m_data->m_contactConstraintOffsets->getBufferCL());
|
||||
launcher.setBuffer(m_data->m_offsetSplitBodies->getBufferCL());
|
||||
launcher.setBuffer(m_data->m_deltaLinearVelocities->getBufferCL());
|
||||
launcher.setBuffer(m_data->m_deltaAngularVelocities->getBufferCL());
|
||||
launcher.setConst(solverInfo.m_deltaTime);
|
||||
launcher.setConst(solverInfo.m_positionDrift);
|
||||
launcher.setConst(solverInfo.m_positionConstraintCoeff);
|
||||
launcher.setConst(solverInfo.m_fixedBodyIndex);
|
||||
launcher.setConst(numManifolds);
|
||||
launcher.launch1D(numManifolds);
|
||||
clFinish(m_queue);
|
||||
}
|
||||
|
||||
/*
|
||||
for(int i=0; i<numManifolds; i++)
|
||||
{
|
||||
|
||||
float frictionCoeff = contactConstraints[i].getFrictionCoeff();
|
||||
int aIdx = (int)contactConstraints[i].m_bodyA;
|
||||
int bIdx = (int)contactConstraints[i].m_bodyB;
|
||||
btRigidBodyCL& bodyA = bodies[aIdx];
|
||||
btRigidBodyCL& bodyB = bodies[bIdx];
|
||||
|
||||
btVector3 zero(0,0,0);
|
||||
|
||||
btVector3* dlvAPtr=&zero;
|
||||
btVector3* davAPtr=&zero;
|
||||
btVector3* dlvBPtr=&zero;
|
||||
btVector3* davBPtr=&zero;
|
||||
|
||||
if (bodyA.getInvMass())
|
||||
{
|
||||
int bodyOffsetA = offsetSplitBodies[aIdx];
|
||||
int constraintOffsetA = contactConstraintOffsets[i].x;
|
||||
int splitIndexA = bodyOffsetA+constraintOffsetA;
|
||||
dlvAPtr = &deltaLinearVelocities[splitIndexA];
|
||||
davAPtr = &deltaAngularVelocities[splitIndexA];
|
||||
}
|
||||
|
||||
if (bodyB.getInvMass())
|
||||
{
|
||||
int bodyOffsetB = offsetSplitBodies[bIdx];
|
||||
int constraintOffsetB = contactConstraintOffsets[i].y;
|
||||
int splitIndexB= bodyOffsetB+constraintOffsetB;
|
||||
dlvBPtr =&deltaLinearVelocities[splitIndexB];
|
||||
davBPtr = &deltaAngularVelocities[splitIndexB];
|
||||
}
|
||||
|
||||
|
||||
|
||||
{
|
||||
float maxRambdaDt[4] = {FLT_MAX,FLT_MAX,FLT_MAX,FLT_MAX};
|
||||
float minRambdaDt[4] = {0.f,0.f,0.f,0.f};
|
||||
|
||||
solveContact( contactConstraints[i], (btVector3&)bodyA.m_pos, (btVector3&)bodyA.m_linVel, (btVector3&)bodyA.m_angVel, bodyA.m_invMass, inertias[aIdx].m_invInertiaWorld,
|
||||
(btVector3&)bodyB.m_pos, (btVector3&)bodyB.m_linVel, (btVector3&)bodyB.m_angVel, bodyB.m_invMass, inertias[bIdx].m_invInertiaWorld,
|
||||
maxRambdaDt, minRambdaDt , *dlvAPtr,*davAPtr,*dlvBPtr,*davBPtr );
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//easy
|
||||
for (int i=0;i<numBodies;i++)
|
||||
{
|
||||
if (bodies[i].getInvMass())
|
||||
{
|
||||
int bodyOffset = offsetSplitBodies[i];
|
||||
int count = bodyCount[i];
|
||||
float factor = 1.f/float(count);
|
||||
btVector3 averageLinVel;
|
||||
averageLinVel.setZero();
|
||||
btVector3 averageAngVel;
|
||||
averageAngVel.setZero();
|
||||
for (int j=0;j<count;j++)
|
||||
{
|
||||
averageLinVel += deltaLinearVelocities[bodyOffset+j]*factor;
|
||||
averageAngVel += deltaAngularVelocities[bodyOffset+j]*factor;
|
||||
}
|
||||
for (int j=0;j<count;j++)
|
||||
{
|
||||
deltaLinearVelocities[bodyOffset+j] = averageLinVel;
|
||||
deltaAngularVelocities[bodyOffset+j] = averageAngVel;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//solve friction
|
||||
|
||||
for(int i=0; i<numManifolds; i++)
|
||||
{
|
||||
float maxRambdaDt[4] = {FLT_MAX,FLT_MAX,FLT_MAX,FLT_MAX};
|
||||
float minRambdaDt[4] = {0.f,0.f,0.f,0.f};
|
||||
|
||||
float sum = 0;
|
||||
for(int j=0; j<4; j++)
|
||||
{
|
||||
sum +=contactConstraints[i].m_appliedRambdaDt[j];
|
||||
}
|
||||
float frictionCoeff = contactConstraints[i].getFrictionCoeff();
|
||||
int aIdx = (int)contactConstraints[i].m_bodyA;
|
||||
int bIdx = (int)contactConstraints[i].m_bodyB;
|
||||
btRigidBodyCL& bodyA = bodies[aIdx];
|
||||
btRigidBodyCL& bodyB = bodies[bIdx];
|
||||
|
||||
btVector3 zero(0,0,0);
|
||||
|
||||
btVector3* dlvAPtr=&zero;
|
||||
btVector3* davAPtr=&zero;
|
||||
btVector3* dlvBPtr=&zero;
|
||||
btVector3* davBPtr=&zero;
|
||||
|
||||
if (bodyA.getInvMass())
|
||||
{
|
||||
int bodyOffsetA = offsetSplitBodies[aIdx];
|
||||
int constraintOffsetA = contactConstraintOffsets[i].x;
|
||||
int splitIndexA = bodyOffsetA+constraintOffsetA;
|
||||
dlvAPtr = &deltaLinearVelocities[splitIndexA];
|
||||
davAPtr = &deltaAngularVelocities[splitIndexA];
|
||||
}
|
||||
|
||||
if (bodyB.getInvMass())
|
||||
{
|
||||
int bodyOffsetB = offsetSplitBodies[bIdx];
|
||||
int constraintOffsetB = contactConstraintOffsets[i].y;
|
||||
int splitIndexB= bodyOffsetB+constraintOffsetB;
|
||||
dlvBPtr =&deltaLinearVelocities[splitIndexB];
|
||||
davBPtr = &deltaAngularVelocities[splitIndexB];
|
||||
}
|
||||
|
||||
for(int j=0; j<4; j++)
|
||||
{
|
||||
maxRambdaDt[j] = frictionCoeff*sum;
|
||||
minRambdaDt[j] = -maxRambdaDt[j];
|
||||
}
|
||||
|
||||
solveFriction( contactConstraints[i], (btVector3&)bodyA.m_pos, (btVector3&)bodyA.m_linVel, (btVector3&)bodyA.m_angVel, bodyA.m_invMass,inertias[aIdx].m_invInertiaWorld,
|
||||
(btVector3&)bodyB.m_pos, (btVector3&)bodyB.m_linVel, (btVector3&)bodyB.m_angVel, bodyB.m_invMass, inertias[bIdx].m_invInertiaWorld,
|
||||
maxRambdaDt, minRambdaDt , *dlvAPtr,*davAPtr,*dlvBPtr,*davBPtr);
|
||||
|
||||
}
|
||||
|
||||
//easy
|
||||
for (int i=0;i<numBodies;i++)
|
||||
{
|
||||
if (bodies[i].getInvMass())
|
||||
{
|
||||
int bodyOffset = offsetSplitBodies[i];
|
||||
int count = bodyCount[i];
|
||||
float factor = 1.f/float(count);
|
||||
btVector3 averageLinVel;
|
||||
averageLinVel.setZero();
|
||||
btVector3 averageAngVel;
|
||||
averageAngVel.setZero();
|
||||
for (int j=0;j<count;j++)
|
||||
{
|
||||
averageLinVel += deltaLinearVelocities[bodyOffset+j]*factor;
|
||||
averageAngVel += deltaAngularVelocities[bodyOffset+j]*factor;
|
||||
}
|
||||
for (int j=0;j<count;j++)
|
||||
{
|
||||
deltaLinearVelocities[bodyOffset+j] = averageLinVel;
|
||||
deltaAngularVelocities[bodyOffset+j] = averageAngVel;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
*/
|
||||
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
//easy
|
||||
for (int i=0;i<numBodies;i++)
|
||||
{
|
||||
if (bodies[i].getInvMass())
|
||||
{
|
||||
int bodyOffset = offsetSplitBodies[i];
|
||||
int count = bodyCount[i];
|
||||
if (count)
|
||||
{
|
||||
bodies[i].m_linVel += deltaLinearVelocities[bodyOffset];
|
||||
bodies[i].m_angVel += deltaAngularVelocities[bodyOffset];
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user