more work towards gpu split jacobi solver
This commit is contained in:
@@ -22,6 +22,8 @@ premake4 --file=stringifyKernel.lua --kernelfile="../opencl/gpu_rigidbody/kernel
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premake4 --file=stringifyKernel.lua --kernelfile="../opencl/gpu_rigidbody/kernels/solverSetup2.cl" --headerfile="../opencl/gpu_rigidbody/kernels/solverSetup2.h" --stringname="solverSetup2CL" stringify
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premake4 --file=stringifyKernel.lua --kernelfile="../opencl/gpu_rigidbody/kernels/batchingKernels.cl" --headerfile="../opencl/gpu_rigidbody/kernels/batchingKernels.h" --stringname="batchingKernelsCL" stringify
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premake4 --file=stringifyKernel.lua --kernelfile="../opencl/gpu_rigidbody/kernels/batchingKernelsNew.cl" --headerfile="../opencl/gpu_rigidbody/kernels/batchingKernelsNew.h" --stringname="batchingKernelsNewCL" stringify
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premake4 --file=stringifyKernel.lua --kernelfile="../opencl/gpu_rigidbody/kernels/solverUtils.cl" --headerfile="../opencl/gpu_rigidbody/kernels/solverUtils.h" --stringname="solverUtilsCL" stringify
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premake4 --file=stringifyKernel.lua --kernelfile="../opencl/gpu_rigidbody/kernels/solveContact.cl" --headerfile="../opencl/gpu_rigidbody/kernels/solveContact.h" --stringname="solveContactCL" stringify
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premake4 --file=stringifyKernel.lua --kernelfile="../opencl/gpu_rigidbody/kernels/solveFriction.cl" --headerfile="../opencl/gpu_rigidbody/kernels/solveFriction.h" --stringname="solveFrictionCL" stringify
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@@ -37,9 +37,9 @@ public:
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:useOpenCL(true),
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preferredOpenCLPlatformIndex(-1),
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preferredOpenCLDeviceIndex(-1),
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arraySizeX(30),
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arraySizeY(30 ),
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arraySizeZ(30),
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arraySizeX(41),
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arraySizeY(44),
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arraySizeZ(41),
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m_useConcaveMesh(false),
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gapX(14.3),
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gapY(14.0),
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@@ -66,6 +66,7 @@ void GpuConvexScene::setupScene(const ConstructionInfo& ci)
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float mass = j==0? 0.f : 1.f;
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btVector3 position((j&1)+i*2.2,2+j*2.,(j&1)+k*2.2);
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btQuaternion orn(1,0,0,0);
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btVector4 color = colors[curColor];
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@@ -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)
|
||||
{
|
||||
contactConstraintOffsets[i].y = bodyCount[bodyIndexB];
|
||||
bodyCount[bodyIndexB]++;
|
||||
}
|
||||
}
|
||||
@@ -401,11 +481,11 @@ void btGpuJacobiSolver::solveGroup(btRigidBodyCL* bodies,btInertiaCL* inertias,i
|
||||
offsetSplitBodies.resize(numBodies);
|
||||
unsigned int totalNumSplitBodies;
|
||||
m_data->m_scan->executeHost(bodyCount,offsetSplitBodies,numBodies,&totalNumSplitBodies);
|
||||
int numlastBody = bodyCount[numBodies-1];
|
||||
totalNumSplitBodies += numlastBody;
|
||||
|
||||
|
||||
btAlignedObjectArray<btRigidBodyCL> splitBodies;
|
||||
//splitBodies.resize();
|
||||
|
||||
*/
|
||||
|
||||
|
||||
btAlignedObjectArray<btGpuConstraint4> contactConstraints;
|
||||
@@ -416,13 +496,28 @@ void btGpuJacobiSolver::solveGroup(btRigidBodyCL* bodies,btInertiaCL* inertias,i
|
||||
ContactToConstraintKernel(&manifoldPtr[0],bodies,inertias,&contactConstraints[0],numManifolds,
|
||||
solverInfo.m_deltaTime,
|
||||
solverInfo.m_positionDrift,
|
||||
solverInfo.m_positionConstraintCoeff,i);
|
||||
solverInfo.m_positionConstraintCoeff,
|
||||
i, bodyCount);
|
||||
}
|
||||
int maxIter = 4;
|
||||
int maxIter = 14;
|
||||
|
||||
|
||||
btAlignedObjectArray<btVector3> deltaLinearVelocities;
|
||||
btAlignedObjectArray<btVector3> deltaAngularVelocities;
|
||||
deltaLinearVelocities.resize(totalNumSplitBodies);
|
||||
deltaAngularVelocities.resize(totalNumSplitBodies);
|
||||
for (int i=0;i<totalNumSplitBodies;i++)
|
||||
{
|
||||
deltaLinearVelocities[i].setZero();
|
||||
deltaAngularVelocities[i].setZero();
|
||||
}
|
||||
|
||||
|
||||
|
||||
for (int iter = 0;iter<maxIter;iter++)
|
||||
{
|
||||
for(int i=0; i<numManifolds; i++)
|
||||
int i=0;
|
||||
for( i=0; i<numManifolds; i++)
|
||||
{
|
||||
|
||||
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];
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
}
|
||||
@@ -5,6 +5,8 @@
|
||||
|
||||
#include "../../gpu_sat/host/btRigidBodyCL.h"
|
||||
#include "../../gpu_sat/host/btContact4.h"
|
||||
#include "../../parallel_primitives/host/btOpenCLArray.h"
|
||||
|
||||
class btTypedConstraint;
|
||||
|
||||
struct btJacobiSolverInfo
|
||||
@@ -20,7 +22,7 @@ struct btJacobiSolverInfo
|
||||
:m_fixedBodyIndex(0),
|
||||
m_deltaTime(1./60.f),
|
||||
m_positionDrift( 0.005f ),
|
||||
m_positionConstraintCoeff( 0.2f )
|
||||
m_positionConstraintCoeff( 0.99f )
|
||||
{
|
||||
}
|
||||
};
|
||||
@@ -41,7 +43,8 @@ public:
|
||||
|
||||
|
||||
|
||||
void solveGroup(btRigidBodyCL* bodies,btInertiaCL* inertias,int numBodies,btContact4* manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btJacobiSolverInfo& solverInfo);
|
||||
void solveGroupHost(btRigidBodyCL* bodies,btInertiaCL* inertias,int numBodies,btContact4* manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btJacobiSolverInfo& solverInfo);
|
||||
void solveGroup(btOpenCLArray<btRigidBodyCL>* bodies,btOpenCLArray<btInertiaCL>* inertias,btOpenCLArray<btContact4>* manifoldPtr,const btJacobiSolverInfo& solverInfo);
|
||||
|
||||
};
|
||||
#endif //BT_GPU_JACOBI_SOLVER_H
|
||||
|
||||
@@ -15,7 +15,7 @@
|
||||
#include "btGpuBatchingPgsSolver.h"
|
||||
#include "Solver.h"
|
||||
#include "btGpuJacobiSolver.h"
|
||||
|
||||
#include "BulletCommon/btQuickprof.h"
|
||||
#include "btConfig.h"
|
||||
|
||||
btGpuRigidBodyPipeline::btGpuRigidBodyPipeline(cl_context ctx,cl_device_id device, cl_command_queue q,class btGpuNarrowPhase* narrowphase, class btGpuSapBroadphase* broadphaseSap )
|
||||
@@ -111,23 +111,39 @@ void btGpuRigidBodyPipeline::stepSimulation(float deltaTime)
|
||||
btOpenCLArray<btContact4> gpuContacts(m_data->m_context,m_data->m_queue,0,true);
|
||||
gpuContacts.setFromOpenCLBuffer(m_data->m_narrowphase->getContactsGpu(),m_data->m_narrowphase->getNumContactsGpu());
|
||||
|
||||
bool useJacobi = false;//true;
|
||||
bool useJacobi = true;
|
||||
if (useJacobi)
|
||||
{
|
||||
bool useGpu = true;
|
||||
if (useGpu)
|
||||
{
|
||||
btAlignedObjectArray<btRigidBodyCL> hostBodies;
|
||||
gpuBodies.copyToHost(hostBodies);
|
||||
btAlignedObjectArray<btInertiaCL> hostInertias;
|
||||
gpuInertias.copyToHost(hostInertias);
|
||||
btAlignedObjectArray<btContact4> hostContacts;
|
||||
gpuContacts.copyToHost(hostContacts);
|
||||
bool forceHost = false;
|
||||
if (forceHost)
|
||||
{
|
||||
btAlignedObjectArray<btRigidBodyCL> hostBodies;
|
||||
btAlignedObjectArray<btInertiaCL> hostInertias;
|
||||
btAlignedObjectArray<btContact4> hostContacts;
|
||||
|
||||
{
|
||||
BT_PROFILE("copyToHost");
|
||||
gpuBodies.copyToHost(hostBodies);
|
||||
gpuInertias.copyToHost(hostInertias);
|
||||
gpuContacts.copyToHost(hostContacts);
|
||||
}
|
||||
|
||||
{
|
||||
btJacobiSolverInfo solverInfo;
|
||||
m_data->m_solver3->solveGroupHost(&hostBodies[0], &hostInertias[0], hostBodies.size(),&hostContacts[0],hostContacts.size(),0,0,solverInfo);
|
||||
}
|
||||
{
|
||||
BT_PROFILE("copyFromHost");
|
||||
gpuBodies.copyFromHost(hostBodies);
|
||||
}
|
||||
} else
|
||||
{
|
||||
btJacobiSolverInfo solverInfo;
|
||||
m_data->m_solver3->solveGroup(&hostBodies[0], &hostInertias[0], hostBodies.size(),&hostContacts[0],hostContacts.size(),0,0,solverInfo);
|
||||
m_data->m_solver3->solveGroup(&gpuBodies, &gpuInertias, &gpuContacts,solverInfo);
|
||||
}
|
||||
gpuBodies.copyFromHost(hostBodies);
|
||||
} else
|
||||
{
|
||||
btAlignedObjectArray<btRigidBodyCL> hostBodies;
|
||||
|
||||
@@ -33,7 +33,7 @@ subject to the following restrictions:
|
||||
//#include "../../dynamics/basic_demo/Stubs/AdlContact4.h"
|
||||
#include "../../gpu_sat/host/btContact4.h"
|
||||
|
||||
bool usePgs = true;
|
||||
bool usePgs = false;//true;
|
||||
int gNumSplitImpulseRecoveries2 = 0;
|
||||
|
||||
#include "btRigidBody.h"
|
||||
@@ -42,11 +42,9 @@ int gNumSplitImpulseRecoveries2 = 0;
|
||||
|
||||
btTransform getWorldTransform(btRigidBodyCL* rb)
|
||||
{
|
||||
btVector3 pos(rb->m_pos[0],rb->m_pos[1],rb->m_pos[2]);
|
||||
btQuaternion orn(rb->m_quat[0],rb->m_quat[1],rb->m_quat[2],rb->m_quat[3]);
|
||||
btTransform newTrans;
|
||||
newTrans.setOrigin(pos);
|
||||
newTrans.setRotation(orn);
|
||||
newTrans.setOrigin(rb->m_pos);
|
||||
newTrans.setRotation(rb->m_quat);
|
||||
return newTrans;
|
||||
}
|
||||
|
||||
@@ -163,7 +161,7 @@ void btPgsJacobiSolver::solveContacts(int numBodies, btRigidBodyCL* bodies, btIn
|
||||
btContactSolverInfo infoGlobal;
|
||||
infoGlobal.m_splitImpulse = false;
|
||||
infoGlobal.m_timeStep = 1.f/60.f;
|
||||
infoGlobal.m_numIterations = 10;//4;
|
||||
infoGlobal.m_numIterations = 4;//4;
|
||||
// infoGlobal.m_solverMode|=SOLVER_USE_2_FRICTION_DIRECTIONS|SOLVER_INTERLEAVE_CONTACT_AND_FRICTION_CONSTRAINTS|SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION;
|
||||
//infoGlobal.m_solverMode|=SOLVER_USE_2_FRICTION_DIRECTIONS|SOLVER_INTERLEAVE_CONTACT_AND_FRICTION_CONSTRAINTS;
|
||||
infoGlobal.m_solverMode|=SOLVER_USE_2_FRICTION_DIRECTIONS;
|
||||
|
||||
745
opencl/gpu_rigidbody/kernels/solverUtils.cl
Normal file
745
opencl/gpu_rigidbody/kernels/solverUtils.cl
Normal file
@@ -0,0 +1,745 @@
|
||||
/*
|
||||
Copyright (c) 2012 Advanced Micro Devices, Inc.
|
||||
|
||||
This software is provided 'as-is', without any express or implied warranty.
|
||||
In no event will the authors be held liable for any damages arising from the use of this software.
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it freely,
|
||||
subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
#pragma OPENCL EXTENSION cl_amd_printf : enable
|
||||
#pragma OPENCL EXTENSION cl_khr_local_int32_base_atomics : enable
|
||||
#pragma OPENCL EXTENSION cl_khr_global_int32_base_atomics : enable
|
||||
#pragma OPENCL EXTENSION cl_khr_local_int32_extended_atomics : enable
|
||||
#pragma OPENCL EXTENSION cl_khr_global_int32_extended_atomics : enable
|
||||
|
||||
|
||||
#ifdef cl_ext_atomic_counters_32
|
||||
#pragma OPENCL EXTENSION cl_ext_atomic_counters_32 : enable
|
||||
#else
|
||||
#define counter32_t volatile global int*
|
||||
#endif
|
||||
|
||||
typedef unsigned int u32;
|
||||
typedef unsigned short u16;
|
||||
typedef unsigned char u8;
|
||||
|
||||
#define GET_GROUP_IDX get_group_id(0)
|
||||
#define GET_LOCAL_IDX get_local_id(0)
|
||||
#define GET_GLOBAL_IDX get_global_id(0)
|
||||
#define GET_GROUP_SIZE get_local_size(0)
|
||||
#define GET_NUM_GROUPS get_num_groups(0)
|
||||
#define GROUP_LDS_BARRIER barrier(CLK_LOCAL_MEM_FENCE)
|
||||
#define GROUP_MEM_FENCE mem_fence(CLK_LOCAL_MEM_FENCE)
|
||||
#define AtomInc(x) atom_inc(&(x))
|
||||
#define AtomInc1(x, out) out = atom_inc(&(x))
|
||||
#define AppendInc(x, out) out = atomic_inc(x)
|
||||
#define AtomAdd(x, value) atom_add(&(x), value)
|
||||
#define AtomCmpxhg(x, cmp, value) atom_cmpxchg( &(x), cmp, value )
|
||||
#define AtomXhg(x, value) atom_xchg ( &(x), value )
|
||||
|
||||
|
||||
#define SELECT_UINT4( b, a, condition ) select( b,a,condition )
|
||||
|
||||
#define make_float4 (float4)
|
||||
#define make_float2 (float2)
|
||||
#define make_uint4 (uint4)
|
||||
#define make_int4 (int4)
|
||||
#define make_uint2 (uint2)
|
||||
#define make_int2 (int2)
|
||||
|
||||
|
||||
#define max2 max
|
||||
#define min2 min
|
||||
|
||||
|
||||
///////////////////////////////////////
|
||||
// Vector
|
||||
///////////////////////////////////////
|
||||
__inline
|
||||
float fastDiv(float numerator, float denominator)
|
||||
{
|
||||
return native_divide(numerator, denominator);
|
||||
// return numerator/denominator;
|
||||
}
|
||||
|
||||
__inline
|
||||
float4 fastDiv4(float4 numerator, float4 denominator)
|
||||
{
|
||||
return native_divide(numerator, denominator);
|
||||
}
|
||||
|
||||
__inline
|
||||
float fastSqrtf(float f2)
|
||||
{
|
||||
return native_sqrt(f2);
|
||||
// return sqrt(f2);
|
||||
}
|
||||
|
||||
__inline
|
||||
float fastRSqrt(float f2)
|
||||
{
|
||||
return native_rsqrt(f2);
|
||||
}
|
||||
|
||||
__inline
|
||||
float fastLength4(float4 v)
|
||||
{
|
||||
return fast_length(v);
|
||||
}
|
||||
|
||||
__inline
|
||||
float4 fastNormalize4(float4 v)
|
||||
{
|
||||
return fast_normalize(v);
|
||||
}
|
||||
|
||||
|
||||
__inline
|
||||
float sqrtf(float a)
|
||||
{
|
||||
// return sqrt(a);
|
||||
return native_sqrt(a);
|
||||
}
|
||||
|
||||
__inline
|
||||
float4 cross3(float4 a, float4 b)
|
||||
{
|
||||
return cross(a,b);
|
||||
}
|
||||
|
||||
__inline
|
||||
float dot3F4(float4 a, float4 b)
|
||||
{
|
||||
float4 a1 = make_float4(a.xyz,0.f);
|
||||
float4 b1 = make_float4(b.xyz,0.f);
|
||||
return dot(a1, b1);
|
||||
}
|
||||
|
||||
__inline
|
||||
float length3(const float4 a)
|
||||
{
|
||||
return sqrtf(dot3F4(a,a));
|
||||
}
|
||||
|
||||
__inline
|
||||
float dot4(const float4 a, const float4 b)
|
||||
{
|
||||
return dot( a, b );
|
||||
}
|
||||
|
||||
// for height
|
||||
__inline
|
||||
float dot3w1(const float4 point, const float4 eqn)
|
||||
{
|
||||
return dot3F4(point,eqn) + eqn.w;
|
||||
}
|
||||
|
||||
__inline
|
||||
float4 normalize3(const float4 a)
|
||||
{
|
||||
float4 n = make_float4(a.x, a.y, a.z, 0.f);
|
||||
return fastNormalize4( n );
|
||||
// float length = sqrtf(dot3F4(a, a));
|
||||
// return 1.f/length * a;
|
||||
}
|
||||
|
||||
__inline
|
||||
float4 normalize4(const float4 a)
|
||||
{
|
||||
float length = sqrtf(dot4(a, a));
|
||||
return 1.f/length * a;
|
||||
}
|
||||
|
||||
__inline
|
||||
float4 createEquation(const float4 a, const float4 b, const float4 c)
|
||||
{
|
||||
float4 eqn;
|
||||
float4 ab = b-a;
|
||||
float4 ac = c-a;
|
||||
eqn = normalize3( cross3(ab, ac) );
|
||||
eqn.w = -dot3F4(eqn,a);
|
||||
return eqn;
|
||||
}
|
||||
|
||||
///////////////////////////////////////
|
||||
// Matrix3x3
|
||||
///////////////////////////////////////
|
||||
|
||||
typedef struct
|
||||
{
|
||||
float4 m_row[3];
|
||||
}Matrix3x3;
|
||||
|
||||
__inline
|
||||
Matrix3x3 mtZero();
|
||||
|
||||
__inline
|
||||
Matrix3x3 mtIdentity();
|
||||
|
||||
__inline
|
||||
Matrix3x3 mtTranspose(Matrix3x3 m);
|
||||
|
||||
__inline
|
||||
Matrix3x3 mtMul(Matrix3x3 a, Matrix3x3 b);
|
||||
|
||||
__inline
|
||||
float4 mtMul1(Matrix3x3 a, float4 b);
|
||||
|
||||
__inline
|
||||
float4 mtMul3(float4 a, Matrix3x3 b);
|
||||
|
||||
__inline
|
||||
Matrix3x3 mtZero()
|
||||
{
|
||||
Matrix3x3 m;
|
||||
m.m_row[0] = (float4)(0.f);
|
||||
m.m_row[1] = (float4)(0.f);
|
||||
m.m_row[2] = (float4)(0.f);
|
||||
return m;
|
||||
}
|
||||
|
||||
__inline
|
||||
Matrix3x3 mtIdentity()
|
||||
{
|
||||
Matrix3x3 m;
|
||||
m.m_row[0] = (float4)(1,0,0,0);
|
||||
m.m_row[1] = (float4)(0,1,0,0);
|
||||
m.m_row[2] = (float4)(0,0,1,0);
|
||||
return m;
|
||||
}
|
||||
|
||||
__inline
|
||||
Matrix3x3 mtTranspose(Matrix3x3 m)
|
||||
{
|
||||
Matrix3x3 out;
|
||||
out.m_row[0] = (float4)(m.m_row[0].x, m.m_row[1].x, m.m_row[2].x, 0.f);
|
||||
out.m_row[1] = (float4)(m.m_row[0].y, m.m_row[1].y, m.m_row[2].y, 0.f);
|
||||
out.m_row[2] = (float4)(m.m_row[0].z, m.m_row[1].z, m.m_row[2].z, 0.f);
|
||||
return out;
|
||||
}
|
||||
|
||||
__inline
|
||||
Matrix3x3 mtMul(Matrix3x3 a, Matrix3x3 b)
|
||||
{
|
||||
Matrix3x3 transB;
|
||||
transB = mtTranspose( b );
|
||||
Matrix3x3 ans;
|
||||
// why this doesn't run when 0ing in the for{}
|
||||
a.m_row[0].w = 0.f;
|
||||
a.m_row[1].w = 0.f;
|
||||
a.m_row[2].w = 0.f;
|
||||
for(int i=0; i<3; i++)
|
||||
{
|
||||
// a.m_row[i].w = 0.f;
|
||||
ans.m_row[i].x = dot3F4(a.m_row[i],transB.m_row[0]);
|
||||
ans.m_row[i].y = dot3F4(a.m_row[i],transB.m_row[1]);
|
||||
ans.m_row[i].z = dot3F4(a.m_row[i],transB.m_row[2]);
|
||||
ans.m_row[i].w = 0.f;
|
||||
}
|
||||
return ans;
|
||||
}
|
||||
|
||||
__inline
|
||||
float4 mtMul1(Matrix3x3 a, float4 b)
|
||||
{
|
||||
float4 ans;
|
||||
ans.x = dot3F4( a.m_row[0], b );
|
||||
ans.y = dot3F4( a.m_row[1], b );
|
||||
ans.z = dot3F4( a.m_row[2], b );
|
||||
ans.w = 0.f;
|
||||
return ans;
|
||||
}
|
||||
|
||||
__inline
|
||||
float4 mtMul3(float4 a, Matrix3x3 b)
|
||||
{
|
||||
float4 colx = make_float4(b.m_row[0].x, b.m_row[1].x, b.m_row[2].x, 0);
|
||||
float4 coly = make_float4(b.m_row[0].y, b.m_row[1].y, b.m_row[2].y, 0);
|
||||
float4 colz = make_float4(b.m_row[0].z, b.m_row[1].z, b.m_row[2].z, 0);
|
||||
|
||||
float4 ans;
|
||||
ans.x = dot3F4( a, colx );
|
||||
ans.y = dot3F4( a, coly );
|
||||
ans.z = dot3F4( a, colz );
|
||||
return ans;
|
||||
}
|
||||
|
||||
///////////////////////////////////////
|
||||
// Quaternion
|
||||
///////////////////////////////////////
|
||||
|
||||
typedef float4 Quaternion;
|
||||
|
||||
__inline
|
||||
Quaternion qtMul(Quaternion a, Quaternion b);
|
||||
|
||||
__inline
|
||||
Quaternion qtNormalize(Quaternion in);
|
||||
|
||||
__inline
|
||||
float4 qtRotate(Quaternion q, float4 vec);
|
||||
|
||||
__inline
|
||||
Quaternion qtInvert(Quaternion q);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
__inline
|
||||
Quaternion qtMul(Quaternion a, Quaternion b)
|
||||
{
|
||||
Quaternion ans;
|
||||
ans = cross3( a, b );
|
||||
ans += a.w*b+b.w*a;
|
||||
// ans.w = a.w*b.w - (a.x*b.x+a.y*b.y+a.z*b.z);
|
||||
ans.w = a.w*b.w - dot3F4(a, b);
|
||||
return ans;
|
||||
}
|
||||
|
||||
__inline
|
||||
Quaternion qtNormalize(Quaternion in)
|
||||
{
|
||||
return fastNormalize4(in);
|
||||
// in /= length( in );
|
||||
// return in;
|
||||
}
|
||||
__inline
|
||||
float4 qtRotate(Quaternion q, float4 vec)
|
||||
{
|
||||
Quaternion qInv = qtInvert( q );
|
||||
float4 vcpy = vec;
|
||||
vcpy.w = 0.f;
|
||||
float4 out = qtMul(qtMul(q,vcpy),qInv);
|
||||
return out;
|
||||
}
|
||||
|
||||
__inline
|
||||
Quaternion qtInvert(Quaternion q)
|
||||
{
|
||||
return (Quaternion)(-q.xyz, q.w);
|
||||
}
|
||||
|
||||
__inline
|
||||
float4 qtInvRotate(const Quaternion q, float4 vec)
|
||||
{
|
||||
return qtRotate( qtInvert( q ), vec );
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
#define WG_SIZE 64
|
||||
|
||||
typedef struct
|
||||
{
|
||||
float4 m_pos;
|
||||
Quaternion m_quat;
|
||||
float4 m_linVel;
|
||||
float4 m_angVel;
|
||||
|
||||
u32 m_shapeIdx;
|
||||
float m_invMass;
|
||||
float m_restituitionCoeff;
|
||||
float m_frictionCoeff;
|
||||
} Body;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
Matrix3x3 m_invInertia;
|
||||
Matrix3x3 m_initInvInertia;
|
||||
} Shape;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
float4 m_linear;
|
||||
float4 m_worldPos[4];
|
||||
float4 m_center;
|
||||
float m_jacCoeffInv[4];
|
||||
float m_b[4];
|
||||
float m_appliedRambdaDt[4];
|
||||
|
||||
float m_fJacCoeffInv[2];
|
||||
float m_fAppliedRambdaDt[2];
|
||||
|
||||
u32 m_bodyA;
|
||||
u32 m_bodyB;
|
||||
|
||||
int m_batchIdx;
|
||||
u32 m_paddings[1];
|
||||
} Constraint4;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
float4 m_worldPos[4];
|
||||
float4 m_worldNormal;
|
||||
u32 m_coeffs;
|
||||
int m_batchIdx;
|
||||
|
||||
int m_bodyAPtrAndSignBit;
|
||||
int m_bodyBPtrAndSignBit;
|
||||
} Contact4;
|
||||
|
||||
|
||||
__kernel void CountBodiesKernel(__global Contact4* manifoldPtr, __global unsigned int* bodyCount, __global int2* contactConstraintOffsets, int numContactManifolds, int fixedBodyIndex)
|
||||
{
|
||||
int i = GET_GLOBAL_IDX;
|
||||
|
||||
if( i < numContactManifolds)
|
||||
{
|
||||
int pa = manifoldPtr[i].m_bodyAPtrAndSignBit;
|
||||
bool isFixedA = (pa <0) || (pa == fixedBodyIndex);
|
||||
int bodyIndexA = abs(pa);
|
||||
if (!isFixedA)
|
||||
{
|
||||
AtomInc1(bodyCount[bodyIndexA],contactConstraintOffsets[i].x);
|
||||
}
|
||||
barrier(CLK_GLOBAL_MEM_FENCE);
|
||||
int pb = manifoldPtr[i].m_bodyBPtrAndSignBit;
|
||||
bool isFixedB = (pb <0) || (pb == fixedBodyIndex);
|
||||
int bodyIndexB = abs(pb);
|
||||
if (!isFixedB)
|
||||
{
|
||||
AtomInc1(bodyCount[bodyIndexB],contactConstraintOffsets[i].y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
__kernel void ClearVelocitiesKernel(__global float4* linearVelocities,__global float4* angularVelocities, int numSplitBodies)
|
||||
{
|
||||
int i = GET_GLOBAL_IDX;
|
||||
|
||||
if( i < numSplitBodies)
|
||||
{
|
||||
linearVelocities[i] = make_float4(0);
|
||||
angularVelocities[i] = make_float4(0);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void setLinearAndAngular( float4 n, float4 r0, float4 r1, float4* linear, float4* angular0, float4* angular1)
|
||||
{
|
||||
*linear = -n;
|
||||
*angular0 = -cross3(r0, n);
|
||||
*angular1 = cross3(r1, n);
|
||||
}
|
||||
|
||||
|
||||
float calcRelVel( float4 l0, float4 l1, float4 a0, float4 a1, float4 linVel0, float4 angVel0, float4 linVel1, float4 angVel1 )
|
||||
{
|
||||
return dot3F4(l0, linVel0) + dot3F4(a0, angVel0) + dot3F4(l1, linVel1) + dot3F4(a1, angVel1);
|
||||
}
|
||||
|
||||
|
||||
float calcJacCoeff(const float4 linear0, const float4 linear1, const float4 angular0, const float4 angular1,
|
||||
float invMass0, const Matrix3x3* invInertia0, float invMass1, const Matrix3x3* invInertia1)
|
||||
{
|
||||
// linear0,1 are normlized
|
||||
float jmj0 = invMass0;//dot3F4(linear0, linear0)*invMass0;
|
||||
float jmj1 = dot3F4(mtMul3(angular0,*invInertia0), angular0);
|
||||
float jmj2 = invMass1;//dot3F4(linear1, linear1)*invMass1;
|
||||
float jmj3 = dot3F4(mtMul3(angular1,*invInertia1), angular1);
|
||||
return -1.f/(jmj0+jmj1+jmj2+jmj3);
|
||||
}
|
||||
|
||||
|
||||
void btPlaneSpace1 (float4 n, float4* p, float4* q);
|
||||
void btPlaneSpace1 (float4 n, float4* p, float4* q)
|
||||
{
|
||||
if (fabs(n.z) > 0.70710678f) {
|
||||
// choose p in y-z plane
|
||||
float a = n.y*n.y + n.z*n.z;
|
||||
float k = 1.f/sqrt(a);
|
||||
p[0].x = 0;
|
||||
p[0].y = -n.z*k;
|
||||
p[0].z = n.y*k;
|
||||
// set q = n x p
|
||||
q[0].x = a*k;
|
||||
q[0].y = -n.x*p[0].z;
|
||||
q[0].z = n.x*p[0].y;
|
||||
}
|
||||
else {
|
||||
// choose p in x-y plane
|
||||
float a = n.x*n.x + n.y*n.y;
|
||||
float k = 1.f/sqrt(a);
|
||||
p[0].x = -n.y*k;
|
||||
p[0].y = n.x*k;
|
||||
p[0].z = 0;
|
||||
// set q = n x p
|
||||
q[0].x = -n.z*p[0].y;
|
||||
q[0].y = n.z*p[0].x;
|
||||
q[0].z = a*k;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void solveContact(__global Constraint4* cs,
|
||||
float4 posA, float4* linVelA, float4* angVelA, float invMassA, Matrix3x3 invInertiaA,
|
||||
float4 posB, float4* linVelB, float4* angVelB, float invMassB, Matrix3x3 invInertiaB,
|
||||
float4* dLinVelA, float4* dAngVelA, float4* dLinVelB, float4* dAngVelB)
|
||||
{
|
||||
float minRambdaDt = 0;
|
||||
float maxRambdaDt = FLT_MAX;
|
||||
|
||||
for(int ic=0; ic<4; ic++)
|
||||
{
|
||||
if( cs->m_jacCoeffInv[ic] == 0.f ) continue;
|
||||
|
||||
float4 angular0, angular1, linear;
|
||||
float4 r0 = cs->m_worldPos[ic] - posA;
|
||||
float4 r1 = cs->m_worldPos[ic] - posB;
|
||||
setLinearAndAngular( -cs->m_linear, r0, r1, &linear, &angular0, &angular1 );
|
||||
|
||||
float rambdaDt = calcRelVel( cs->m_linear, -cs->m_linear, angular0, angular1,
|
||||
*linVelA, *angVelA, *linVelB, *angVelB ) + cs->m_b[ic];
|
||||
rambdaDt *= cs->m_jacCoeffInv[ic];
|
||||
|
||||
{
|
||||
float prevSum = cs->m_appliedRambdaDt[ic];
|
||||
float updated = prevSum;
|
||||
updated += rambdaDt;
|
||||
updated = max2( updated, minRambdaDt );
|
||||
updated = min2( updated, maxRambdaDt );
|
||||
rambdaDt = updated - prevSum;
|
||||
cs->m_appliedRambdaDt[ic] = updated;
|
||||
}
|
||||
|
||||
float4 linImp0 = invMassA*linear*rambdaDt;
|
||||
float4 linImp1 = invMassB*(-linear)*rambdaDt;
|
||||
float4 angImp0 = mtMul1(invInertiaA, angular0)*rambdaDt;
|
||||
float4 angImp1 = mtMul1(invInertiaB, angular1)*rambdaDt;
|
||||
|
||||
*linVelA += linImp0;
|
||||
*angVelA += angImp0;
|
||||
*linVelB += linImp1;
|
||||
*angVelB += angImp1;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void solveContactConstraint(__global Body* gBodies, __global Shape* gShapes, __global Constraint4* ldsCs,
|
||||
__global int2* contactConstraintOffsets,__global int* offsetSplitBodies,
|
||||
__global float4* deltaLinearVelocities, __global float4* deltaAngularVelocities)
|
||||
{
|
||||
|
||||
//float frictionCoeff = ldsCs[0].m_linear.w;
|
||||
int aIdx = ldsCs[0].m_bodyA;
|
||||
int bIdx = ldsCs[0].m_bodyB;
|
||||
|
||||
float4 posA = gBodies[aIdx].m_pos;
|
||||
float4 linVelA = gBodies[aIdx].m_linVel;
|
||||
float4 angVelA = gBodies[aIdx].m_angVel;
|
||||
float invMassA = gBodies[aIdx].m_invMass;
|
||||
Matrix3x3 invInertiaA = gShapes[aIdx].m_invInertia;
|
||||
|
||||
float4 posB = gBodies[bIdx].m_pos;
|
||||
float4 linVelB = gBodies[bIdx].m_linVel;
|
||||
float4 angVelB = gBodies[bIdx].m_angVel;
|
||||
float invMassB = gBodies[bIdx].m_invMass;
|
||||
Matrix3x3 invInertiaB = gShapes[bIdx].m_invInertia;
|
||||
|
||||
float4 zero = make_float4(0);
|
||||
|
||||
float4 dLinVelA = zero;
|
||||
float4 dAngVelA = zero;
|
||||
float4 dLinVelB = zero;
|
||||
float4 dAngVelB = zero;
|
||||
|
||||
int bodyOffsetA = offsetSplitBodies[aIdx];
|
||||
int constraintOffsetA = contactConstraintOffsets[0].x;
|
||||
int splitIndexA = bodyOffsetA+constraintOffsetA;
|
||||
|
||||
if (invMassA)
|
||||
{
|
||||
|
||||
dLinVelA = deltaLinearVelocities[splitIndexA];
|
||||
dAngVelA = deltaAngularVelocities[splitIndexA];
|
||||
}
|
||||
|
||||
int bodyOffsetB = offsetSplitBodies[bIdx];
|
||||
int constraintOffsetB = contactConstraintOffsets[0].y;
|
||||
int splitIndexB= bodyOffsetB+constraintOffsetB;
|
||||
|
||||
if (invMassB)
|
||||
{
|
||||
dLinVelB = deltaLinearVelocities[splitIndexB];
|
||||
dAngVelB = deltaAngularVelocities[splitIndexB];
|
||||
}
|
||||
|
||||
solveContact( ldsCs, posA, &linVelA, &angVelA, invMassA, invInertiaA,
|
||||
posB, &linVelB, &angVelB, invMassB, invInertiaB ,&dLinVelA, &dAngVelA, &dLinVelB, &dAngVelB);
|
||||
|
||||
if (invMassA)
|
||||
{
|
||||
deltaLinearVelocities[splitIndexA] = dLinVelA;
|
||||
deltaAngularVelocities[splitIndexA] = dAngVelA;
|
||||
}
|
||||
if (gBodies[bIdx].m_invMass)
|
||||
{
|
||||
deltaLinearVelocities[splitIndexB] = dLinVelB;
|
||||
deltaAngularVelocities[splitIndexB] = dAngVelB;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
__kernel void SolveContactJacobiKernel(__global Constraint4* gConstraints, __global Body* gBodies, __global Shape* gShapes ,
|
||||
__global int2* contactConstraintOffsets,__global int* offsetSplitBodies,__global float4* deltaLinearVelocities, __global float4* deltaAngularVelocities,
|
||||
float deltaTime, float positionDrift, float positionConstraintCoeff, int fixedBodyIndex, int numManifolds
|
||||
)
|
||||
{
|
||||
int i = GET_GLOBAL_IDX;
|
||||
if (i<numManifolds)
|
||||
{
|
||||
solveContactConstraint( gBodies, gShapes, &gConstraints[i] ,contactConstraintOffsets,offsetSplitBodies, deltaLinearVelocities, deltaAngularVelocities);
|
||||
}
|
||||
}
|
||||
|
||||
__kernel void SolveFrictionJacobiKernel()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
void setConstraint4( const float4 posA, const float4 linVelA, const float4 angVelA, float invMassA, const Matrix3x3 invInertiaA,
|
||||
const float4 posB, const float4 linVelB, const float4 angVelB, float invMassB, const Matrix3x3 invInertiaB,
|
||||
__global Contact4* src, float dt, float positionDrift, float positionConstraintCoeff,
|
||||
Constraint4* dstC )
|
||||
{
|
||||
dstC->m_bodyA = abs(src->m_bodyAPtrAndSignBit);
|
||||
dstC->m_bodyB = abs(src->m_bodyBPtrAndSignBit);
|
||||
|
||||
float dtInv = 1.f/dt;
|
||||
for(int ic=0; ic<4; ic++)
|
||||
{
|
||||
dstC->m_appliedRambdaDt[ic] = 0.f;
|
||||
}
|
||||
dstC->m_fJacCoeffInv[0] = dstC->m_fJacCoeffInv[1] = 0.f;
|
||||
|
||||
|
||||
dstC->m_linear = -src->m_worldNormal;
|
||||
dstC->m_linear.w = 0.7f ;//src->getFrictionCoeff() );
|
||||
for(int ic=0; ic<4; ic++)
|
||||
{
|
||||
float4 r0 = src->m_worldPos[ic] - posA;
|
||||
float4 r1 = src->m_worldPos[ic] - posB;
|
||||
|
||||
if( ic >= src->m_worldNormal.w )//npoints
|
||||
{
|
||||
dstC->m_jacCoeffInv[ic] = 0.f;
|
||||
continue;
|
||||
}
|
||||
|
||||
float relVelN;
|
||||
{
|
||||
float4 linear, angular0, angular1;
|
||||
setLinearAndAngular(src->m_worldNormal, r0, r1, &linear, &angular0, &angular1);
|
||||
|
||||
dstC->m_jacCoeffInv[ic] = calcJacCoeff(linear, -linear, angular0, angular1,
|
||||
invMassA, &invInertiaA, invMassB, &invInertiaB );
|
||||
|
||||
relVelN = calcRelVel(linear, -linear, angular0, angular1,
|
||||
linVelA, angVelA, linVelB, angVelB);
|
||||
|
||||
float e = 0.f;//src->getRestituitionCoeff();
|
||||
if( relVelN*relVelN < 0.004f ) e = 0.f;
|
||||
|
||||
dstC->m_b[ic] = e*relVelN;
|
||||
//float penetration = src->m_worldPos[ic].w;
|
||||
dstC->m_b[ic] += (src->m_worldPos[ic].w + positionDrift)*positionConstraintCoeff*dtInv;
|
||||
dstC->m_appliedRambdaDt[ic] = 0.f;
|
||||
}
|
||||
}
|
||||
|
||||
if( src->m_worldNormal.w > 0 )//npoints
|
||||
{ // prepare friction
|
||||
float4 center = make_float4(0.f);
|
||||
for(int i=0; i<src->m_worldNormal.w; i++)
|
||||
center += src->m_worldPos[i];
|
||||
center /= (float)src->m_worldNormal.w;
|
||||
|
||||
float4 tangent[2];
|
||||
btPlaneSpace1(src->m_worldNormal,&tangent[0],&tangent[1]);
|
||||
|
||||
float4 r[2];
|
||||
r[0] = center - posA;
|
||||
r[1] = center - posB;
|
||||
|
||||
for(int i=0; i<2; i++)
|
||||
{
|
||||
float4 linear, angular0, angular1;
|
||||
setLinearAndAngular(tangent[i], r[0], r[1], &linear, &angular0, &angular1);
|
||||
|
||||
dstC->m_fJacCoeffInv[i] = calcJacCoeff(linear, -linear, angular0, angular1,
|
||||
invMassA, &invInertiaA, invMassB, &invInertiaB );
|
||||
dstC->m_fAppliedRambdaDt[i] = 0.f;
|
||||
}
|
||||
dstC->m_center = center;
|
||||
}
|
||||
|
||||
for(int i=0; i<4; i++)
|
||||
{
|
||||
if( i<src->m_worldNormal.w )
|
||||
{
|
||||
dstC->m_worldPos[i] = src->m_worldPos[i];
|
||||
}
|
||||
else
|
||||
{
|
||||
dstC->m_worldPos[i] = make_float4(0.f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
__kernel
|
||||
__attribute__((reqd_work_group_size(WG_SIZE,1,1)))
|
||||
void ContactToConstraintSplitKernel(__global const Contact4* gContact, __global const Body* gBodies, __global const Shape* gShapes, __global Constraint4* gConstraintOut,
|
||||
__global const unsigned int* bodyCount,
|
||||
int nContacts,
|
||||
float dt,
|
||||
float positionDrift,
|
||||
float positionConstraintCoeff
|
||||
)
|
||||
{
|
||||
int gIdx = GET_GLOBAL_IDX;
|
||||
|
||||
if( gIdx < nContacts )
|
||||
{
|
||||
int aIdx = abs(gContact[gIdx].m_bodyAPtrAndSignBit);
|
||||
int bIdx = abs(gContact[gIdx].m_bodyBPtrAndSignBit);
|
||||
|
||||
float4 posA = gBodies[aIdx].m_pos;
|
||||
float4 linVelA = gBodies[aIdx].m_linVel;
|
||||
float4 angVelA = gBodies[aIdx].m_angVel;
|
||||
float invMassA = gBodies[aIdx].m_invMass;
|
||||
Matrix3x3 invInertiaA = gShapes[aIdx].m_invInertia;
|
||||
|
||||
float4 posB = gBodies[bIdx].m_pos;
|
||||
float4 linVelB = gBodies[bIdx].m_linVel;
|
||||
float4 angVelB = gBodies[bIdx].m_angVel;
|
||||
float invMassB = gBodies[bIdx].m_invMass;
|
||||
Matrix3x3 invInertiaB = gShapes[bIdx].m_invInertia;
|
||||
|
||||
Constraint4 cs;
|
||||
|
||||
setConstraint4( posA, linVelA, angVelA, invMassA, invInertiaA, posB, linVelB, angVelB, invMassB, invInertiaB,
|
||||
&gContact[gIdx], dt, positionDrift, positionConstraintCoeff,
|
||||
&cs );
|
||||
|
||||
cs.m_batchIdx = gContact[gIdx].m_batchIdx;
|
||||
|
||||
gConstraintOut[gIdx] = cs;
|
||||
}
|
||||
}
|
||||
748
opencl/gpu_rigidbody/kernels/solverUtils.h
Normal file
748
opencl/gpu_rigidbody/kernels/solverUtils.h
Normal file
@@ -0,0 +1,748 @@
|
||||
//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
|
||||
static const char* solverUtilsCL= \
|
||||
"/*\n"
|
||||
"Copyright (c) 2012 Advanced Micro Devices, Inc. \n"
|
||||
"\n"
|
||||
"This software is provided 'as-is', without any express or implied warranty.\n"
|
||||
"In no event will the authors be held liable for any damages arising from the use of this software.\n"
|
||||
"Permission is granted to anyone to use this software for any purpose, \n"
|
||||
"including commercial applications, and to alter it and redistribute it freely, \n"
|
||||
"subject to the following restrictions:\n"
|
||||
"\n"
|
||||
"1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.\n"
|
||||
"2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.\n"
|
||||
"3. This notice may not be removed or altered from any source distribution.\n"
|
||||
"*/\n"
|
||||
"\n"
|
||||
"\n"
|
||||
"#pragma OPENCL EXTENSION cl_amd_printf : enable\n"
|
||||
"#pragma OPENCL EXTENSION cl_khr_local_int32_base_atomics : enable\n"
|
||||
"#pragma OPENCL EXTENSION cl_khr_global_int32_base_atomics : enable\n"
|
||||
"#pragma OPENCL EXTENSION cl_khr_local_int32_extended_atomics : enable\n"
|
||||
"#pragma OPENCL EXTENSION cl_khr_global_int32_extended_atomics : enable\n"
|
||||
"\n"
|
||||
"\n"
|
||||
"#ifdef cl_ext_atomic_counters_32\n"
|
||||
"#pragma OPENCL EXTENSION cl_ext_atomic_counters_32 : enable\n"
|
||||
"#else\n"
|
||||
"#define counter32_t volatile global int*\n"
|
||||
"#endif\n"
|
||||
"\n"
|
||||
"typedef unsigned int u32;\n"
|
||||
"typedef unsigned short u16;\n"
|
||||
"typedef unsigned char u8;\n"
|
||||
"\n"
|
||||
"#define GET_GROUP_IDX get_group_id(0)\n"
|
||||
"#define GET_LOCAL_IDX get_local_id(0)\n"
|
||||
"#define GET_GLOBAL_IDX get_global_id(0)\n"
|
||||
"#define GET_GROUP_SIZE get_local_size(0)\n"
|
||||
"#define GET_NUM_GROUPS get_num_groups(0)\n"
|
||||
"#define GROUP_LDS_BARRIER barrier(CLK_LOCAL_MEM_FENCE)\n"
|
||||
"#define GROUP_MEM_FENCE mem_fence(CLK_LOCAL_MEM_FENCE)\n"
|
||||
"#define AtomInc(x) atom_inc(&(x))\n"
|
||||
"#define AtomInc1(x, out) out = atom_inc(&(x))\n"
|
||||
"#define AppendInc(x, out) out = atomic_inc(x)\n"
|
||||
"#define AtomAdd(x, value) atom_add(&(x), value)\n"
|
||||
"#define AtomCmpxhg(x, cmp, value) atom_cmpxchg( &(x), cmp, value )\n"
|
||||
"#define AtomXhg(x, value) atom_xchg ( &(x), value )\n"
|
||||
"\n"
|
||||
"\n"
|
||||
"#define SELECT_UINT4( b, a, condition ) select( b,a,condition )\n"
|
||||
"\n"
|
||||
"#define make_float4 (float4)\n"
|
||||
"#define make_float2 (float2)\n"
|
||||
"#define make_uint4 (uint4)\n"
|
||||
"#define make_int4 (int4)\n"
|
||||
"#define make_uint2 (uint2)\n"
|
||||
"#define make_int2 (int2)\n"
|
||||
"\n"
|
||||
"\n"
|
||||
"#define max2 max\n"
|
||||
"#define min2 min\n"
|
||||
"\n"
|
||||
"\n"
|
||||
"///////////////////////////////////////\n"
|
||||
"// Vector\n"
|
||||
"///////////////////////////////////////\n"
|
||||
"__inline\n"
|
||||
"float fastDiv(float numerator, float denominator)\n"
|
||||
"{\n"
|
||||
" return native_divide(numerator, denominator); \n"
|
||||
"// return numerator/denominator; \n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"__inline\n"
|
||||
"float4 fastDiv4(float4 numerator, float4 denominator)\n"
|
||||
"{\n"
|
||||
" return native_divide(numerator, denominator); \n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"__inline\n"
|
||||
"float fastSqrtf(float f2)\n"
|
||||
"{\n"
|
||||
" return native_sqrt(f2);\n"
|
||||
"// return sqrt(f2);\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"__inline\n"
|
||||
"float fastRSqrt(float f2)\n"
|
||||
"{\n"
|
||||
" return native_rsqrt(f2);\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"__inline\n"
|
||||
"float fastLength4(float4 v)\n"
|
||||
"{\n"
|
||||
" return fast_length(v);\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"__inline\n"
|
||||
"float4 fastNormalize4(float4 v)\n"
|
||||
"{\n"
|
||||
" return fast_normalize(v);\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"\n"
|
||||
"__inline\n"
|
||||
"float sqrtf(float a)\n"
|
||||
"{\n"
|
||||
"// return sqrt(a);\n"
|
||||
" return native_sqrt(a);\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"__inline\n"
|
||||
"float4 cross3(float4 a, float4 b)\n"
|
||||
"{\n"
|
||||
" return cross(a,b);\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"__inline\n"
|
||||
"float dot3F4(float4 a, float4 b)\n"
|
||||
"{\n"
|
||||
" float4 a1 = make_float4(a.xyz,0.f);\n"
|
||||
" float4 b1 = make_float4(b.xyz,0.f);\n"
|
||||
" return dot(a1, b1);\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"__inline\n"
|
||||
"float length3(const float4 a)\n"
|
||||
"{\n"
|
||||
" return sqrtf(dot3F4(a,a));\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"__inline\n"
|
||||
"float dot4(const float4 a, const float4 b)\n"
|
||||
"{\n"
|
||||
" return dot( a, b );\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"// for height\n"
|
||||
"__inline\n"
|
||||
"float dot3w1(const float4 point, const float4 eqn)\n"
|
||||
"{\n"
|
||||
" return dot3F4(point,eqn) + eqn.w;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"__inline\n"
|
||||
"float4 normalize3(const float4 a)\n"
|
||||
"{\n"
|
||||
" float4 n = make_float4(a.x, a.y, a.z, 0.f);\n"
|
||||
" return fastNormalize4( n );\n"
|
||||
"// float length = sqrtf(dot3F4(a, a));\n"
|
||||
"// return 1.f/length * a;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"__inline\n"
|
||||
"float4 normalize4(const float4 a)\n"
|
||||
"{\n"
|
||||
" float length = sqrtf(dot4(a, a));\n"
|
||||
" return 1.f/length * a;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"__inline\n"
|
||||
"float4 createEquation(const float4 a, const float4 b, const float4 c)\n"
|
||||
"{\n"
|
||||
" float4 eqn;\n"
|
||||
" float4 ab = b-a;\n"
|
||||
" float4 ac = c-a;\n"
|
||||
" eqn = normalize3( cross3(ab, ac) );\n"
|
||||
" eqn.w = -dot3F4(eqn,a);\n"
|
||||
" return eqn;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"///////////////////////////////////////\n"
|
||||
"// Matrix3x3\n"
|
||||
"///////////////////////////////////////\n"
|
||||
"\n"
|
||||
"typedef struct\n"
|
||||
"{\n"
|
||||
" float4 m_row[3];\n"
|
||||
"}Matrix3x3;\n"
|
||||
"\n"
|
||||
"__inline\n"
|
||||
"Matrix3x3 mtZero();\n"
|
||||
"\n"
|
||||
"__inline\n"
|
||||
"Matrix3x3 mtIdentity();\n"
|
||||
"\n"
|
||||
"__inline\n"
|
||||
"Matrix3x3 mtTranspose(Matrix3x3 m);\n"
|
||||
"\n"
|
||||
"__inline\n"
|
||||
"Matrix3x3 mtMul(Matrix3x3 a, Matrix3x3 b);\n"
|
||||
"\n"
|
||||
"__inline\n"
|
||||
"float4 mtMul1(Matrix3x3 a, float4 b);\n"
|
||||
"\n"
|
||||
"__inline\n"
|
||||
"float4 mtMul3(float4 a, Matrix3x3 b);\n"
|
||||
"\n"
|
||||
"__inline\n"
|
||||
"Matrix3x3 mtZero()\n"
|
||||
"{\n"
|
||||
" Matrix3x3 m;\n"
|
||||
" m.m_row[0] = (float4)(0.f);\n"
|
||||
" m.m_row[1] = (float4)(0.f);\n"
|
||||
" m.m_row[2] = (float4)(0.f);\n"
|
||||
" return m;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"__inline\n"
|
||||
"Matrix3x3 mtIdentity()\n"
|
||||
"{\n"
|
||||
" Matrix3x3 m;\n"
|
||||
" m.m_row[0] = (float4)(1,0,0,0);\n"
|
||||
" m.m_row[1] = (float4)(0,1,0,0);\n"
|
||||
" m.m_row[2] = (float4)(0,0,1,0);\n"
|
||||
" return m;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"__inline\n"
|
||||
"Matrix3x3 mtTranspose(Matrix3x3 m)\n"
|
||||
"{\n"
|
||||
" Matrix3x3 out;\n"
|
||||
" out.m_row[0] = (float4)(m.m_row[0].x, m.m_row[1].x, m.m_row[2].x, 0.f);\n"
|
||||
" out.m_row[1] = (float4)(m.m_row[0].y, m.m_row[1].y, m.m_row[2].y, 0.f);\n"
|
||||
" out.m_row[2] = (float4)(m.m_row[0].z, m.m_row[1].z, m.m_row[2].z, 0.f);\n"
|
||||
" return out;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"__inline\n"
|
||||
"Matrix3x3 mtMul(Matrix3x3 a, Matrix3x3 b)\n"
|
||||
"{\n"
|
||||
" Matrix3x3 transB;\n"
|
||||
" transB = mtTranspose( b );\n"
|
||||
" Matrix3x3 ans;\n"
|
||||
" // why this doesn't run when 0ing in the for{}\n"
|
||||
" a.m_row[0].w = 0.f;\n"
|
||||
" a.m_row[1].w = 0.f;\n"
|
||||
" a.m_row[2].w = 0.f;\n"
|
||||
" for(int i=0; i<3; i++)\n"
|
||||
" {\n"
|
||||
"// a.m_row[i].w = 0.f;\n"
|
||||
" ans.m_row[i].x = dot3F4(a.m_row[i],transB.m_row[0]);\n"
|
||||
" ans.m_row[i].y = dot3F4(a.m_row[i],transB.m_row[1]);\n"
|
||||
" ans.m_row[i].z = dot3F4(a.m_row[i],transB.m_row[2]);\n"
|
||||
" ans.m_row[i].w = 0.f;\n"
|
||||
" }\n"
|
||||
" return ans;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"__inline\n"
|
||||
"float4 mtMul1(Matrix3x3 a, float4 b)\n"
|
||||
"{\n"
|
||||
" float4 ans;\n"
|
||||
" ans.x = dot3F4( a.m_row[0], b );\n"
|
||||
" ans.y = dot3F4( a.m_row[1], b );\n"
|
||||
" ans.z = dot3F4( a.m_row[2], b );\n"
|
||||
" ans.w = 0.f;\n"
|
||||
" return ans;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"__inline\n"
|
||||
"float4 mtMul3(float4 a, Matrix3x3 b)\n"
|
||||
"{\n"
|
||||
" float4 colx = make_float4(b.m_row[0].x, b.m_row[1].x, b.m_row[2].x, 0);\n"
|
||||
" float4 coly = make_float4(b.m_row[0].y, b.m_row[1].y, b.m_row[2].y, 0);\n"
|
||||
" float4 colz = make_float4(b.m_row[0].z, b.m_row[1].z, b.m_row[2].z, 0);\n"
|
||||
"\n"
|
||||
" float4 ans;\n"
|
||||
" ans.x = dot3F4( a, colx );\n"
|
||||
" ans.y = dot3F4( a, coly );\n"
|
||||
" ans.z = dot3F4( a, colz );\n"
|
||||
" return ans;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"///////////////////////////////////////\n"
|
||||
"// Quaternion\n"
|
||||
"///////////////////////////////////////\n"
|
||||
"\n"
|
||||
"typedef float4 Quaternion;\n"
|
||||
"\n"
|
||||
"__inline\n"
|
||||
"Quaternion qtMul(Quaternion a, Quaternion b);\n"
|
||||
"\n"
|
||||
"__inline\n"
|
||||
"Quaternion qtNormalize(Quaternion in);\n"
|
||||
"\n"
|
||||
"__inline\n"
|
||||
"float4 qtRotate(Quaternion q, float4 vec);\n"
|
||||
"\n"
|
||||
"__inline\n"
|
||||
"Quaternion qtInvert(Quaternion q);\n"
|
||||
"\n"
|
||||
"\n"
|
||||
"\n"
|
||||
"\n"
|
||||
"\n"
|
||||
"__inline\n"
|
||||
"Quaternion qtMul(Quaternion a, Quaternion b)\n"
|
||||
"{\n"
|
||||
" Quaternion ans;\n"
|
||||
" ans = cross3( a, b );\n"
|
||||
" ans += a.w*b+b.w*a;\n"
|
||||
"// ans.w = a.w*b.w - (a.x*b.x+a.y*b.y+a.z*b.z);\n"
|
||||
" ans.w = a.w*b.w - dot3F4(a, b);\n"
|
||||
" return ans;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"__inline\n"
|
||||
"Quaternion qtNormalize(Quaternion in)\n"
|
||||
"{\n"
|
||||
" return fastNormalize4(in);\n"
|
||||
"// in /= length( in );\n"
|
||||
"// return in;\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"float4 qtRotate(Quaternion q, float4 vec)\n"
|
||||
"{\n"
|
||||
" Quaternion qInv = qtInvert( q );\n"
|
||||
" float4 vcpy = vec;\n"
|
||||
" vcpy.w = 0.f;\n"
|
||||
" float4 out = qtMul(qtMul(q,vcpy),qInv);\n"
|
||||
" return out;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"__inline\n"
|
||||
"Quaternion qtInvert(Quaternion q)\n"
|
||||
"{\n"
|
||||
" return (Quaternion)(-q.xyz, q.w);\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"__inline\n"
|
||||
"float4 qtInvRotate(const Quaternion q, float4 vec)\n"
|
||||
"{\n"
|
||||
" return qtRotate( qtInvert( q ), vec );\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"\n"
|
||||
"\n"
|
||||
"\n"
|
||||
"#define WG_SIZE 64\n"
|
||||
"\n"
|
||||
"typedef struct\n"
|
||||
"{\n"
|
||||
" float4 m_pos;\n"
|
||||
" Quaternion m_quat;\n"
|
||||
" float4 m_linVel;\n"
|
||||
" float4 m_angVel;\n"
|
||||
"\n"
|
||||
" u32 m_shapeIdx;\n"
|
||||
" float m_invMass;\n"
|
||||
" float m_restituitionCoeff;\n"
|
||||
" float m_frictionCoeff;\n"
|
||||
"} Body;\n"
|
||||
"\n"
|
||||
"typedef struct\n"
|
||||
"{\n"
|
||||
" Matrix3x3 m_invInertia;\n"
|
||||
" Matrix3x3 m_initInvInertia;\n"
|
||||
"} Shape;\n"
|
||||
"\n"
|
||||
"typedef struct\n"
|
||||
"{\n"
|
||||
" float4 m_linear;\n"
|
||||
" float4 m_worldPos[4];\n"
|
||||
" float4 m_center; \n"
|
||||
" float m_jacCoeffInv[4];\n"
|
||||
" float m_b[4];\n"
|
||||
" float m_appliedRambdaDt[4];\n"
|
||||
"\n"
|
||||
" float m_fJacCoeffInv[2]; \n"
|
||||
" float m_fAppliedRambdaDt[2]; \n"
|
||||
"\n"
|
||||
" u32 m_bodyA;\n"
|
||||
" u32 m_bodyB;\n"
|
||||
"\n"
|
||||
" int m_batchIdx;\n"
|
||||
" u32 m_paddings[1];\n"
|
||||
"} Constraint4;\n"
|
||||
"\n"
|
||||
"typedef struct\n"
|
||||
"{\n"
|
||||
" float4 m_worldPos[4];\n"
|
||||
" float4 m_worldNormal;\n"
|
||||
" u32 m_coeffs;\n"
|
||||
" int m_batchIdx;\n"
|
||||
"\n"
|
||||
" int m_bodyAPtrAndSignBit;\n"
|
||||
" int m_bodyBPtrAndSignBit;\n"
|
||||
"} Contact4;\n"
|
||||
"\n"
|
||||
"\n"
|
||||
"__kernel void CountBodiesKernel(__global Contact4* manifoldPtr, __global unsigned int* bodyCount, __global int2* contactConstraintOffsets, int numContactManifolds, int fixedBodyIndex)\n"
|
||||
"{\n"
|
||||
" int i = GET_GLOBAL_IDX;\n"
|
||||
" \n"
|
||||
" if( i < numContactManifolds)\n"
|
||||
" {\n"
|
||||
" int pa = manifoldPtr[i].m_bodyAPtrAndSignBit;\n"
|
||||
" bool isFixedA = (pa <0) || (pa == fixedBodyIndex);\n"
|
||||
" int bodyIndexA = abs(pa);\n"
|
||||
" if (!isFixedA)\n"
|
||||
" {\n"
|
||||
" AtomInc1(bodyCount[bodyIndexA],contactConstraintOffsets[i].x);\n"
|
||||
" }\n"
|
||||
" barrier(CLK_GLOBAL_MEM_FENCE);\n"
|
||||
" int pb = manifoldPtr[i].m_bodyBPtrAndSignBit;\n"
|
||||
" bool isFixedB = (pb <0) || (pb == fixedBodyIndex);\n"
|
||||
" int bodyIndexB = abs(pb);\n"
|
||||
" if (!isFixedB)\n"
|
||||
" {\n"
|
||||
" AtomInc1(bodyCount[bodyIndexB],contactConstraintOffsets[i].y);\n"
|
||||
" } \n"
|
||||
" }\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"__kernel void ClearVelocitiesKernel(__global float4* linearVelocities,__global float4* angularVelocities, int numSplitBodies)\n"
|
||||
"{\n"
|
||||
" int i = GET_GLOBAL_IDX;\n"
|
||||
" \n"
|
||||
" if( i < numSplitBodies)\n"
|
||||
" {\n"
|
||||
" linearVelocities[i] = make_float4(0);\n"
|
||||
" angularVelocities[i] = make_float4(0);\n"
|
||||
" }\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"\n"
|
||||
"\n"
|
||||
"void setLinearAndAngular( float4 n, float4 r0, float4 r1, float4* linear, float4* angular0, float4* angular1)\n"
|
||||
"{\n"
|
||||
" *linear = -n;\n"
|
||||
" *angular0 = -cross3(r0, n);\n"
|
||||
" *angular1 = cross3(r1, n);\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"\n"
|
||||
"float calcRelVel( float4 l0, float4 l1, float4 a0, float4 a1, float4 linVel0, float4 angVel0, float4 linVel1, float4 angVel1 )\n"
|
||||
"{\n"
|
||||
" return dot3F4(l0, linVel0) + dot3F4(a0, angVel0) + dot3F4(l1, linVel1) + dot3F4(a1, angVel1);\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"\n"
|
||||
"float calcJacCoeff(const float4 linear0, const float4 linear1, const float4 angular0, const float4 angular1,\n"
|
||||
" float invMass0, const Matrix3x3* invInertia0, float invMass1, const Matrix3x3* invInertia1)\n"
|
||||
"{\n"
|
||||
" // linear0,1 are normlized\n"
|
||||
" float jmj0 = invMass0;//dot3F4(linear0, linear0)*invMass0;\n"
|
||||
" float jmj1 = dot3F4(mtMul3(angular0,*invInertia0), angular0);\n"
|
||||
" float jmj2 = invMass1;//dot3F4(linear1, linear1)*invMass1;\n"
|
||||
" float jmj3 = dot3F4(mtMul3(angular1,*invInertia1), angular1);\n"
|
||||
" return -1.f/(jmj0+jmj1+jmj2+jmj3);\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"\n"
|
||||
"void btPlaneSpace1 (float4 n, float4* p, float4* q);\n"
|
||||
" void btPlaneSpace1 (float4 n, float4* p, float4* q)\n"
|
||||
"{\n"
|
||||
" if (fabs(n.z) > 0.70710678f) {\n"
|
||||
" // choose p in y-z plane\n"
|
||||
" float a = n.y*n.y + n.z*n.z;\n"
|
||||
" float k = 1.f/sqrt(a);\n"
|
||||
" p[0].x = 0;\n"
|
||||
" p[0].y = -n.z*k;\n"
|
||||
" p[0].z = n.y*k;\n"
|
||||
" // set q = n x p\n"
|
||||
" q[0].x = a*k;\n"
|
||||
" q[0].y = -n.x*p[0].z;\n"
|
||||
" q[0].z = n.x*p[0].y;\n"
|
||||
" }\n"
|
||||
" else {\n"
|
||||
" // choose p in x-y plane\n"
|
||||
" float a = n.x*n.x + n.y*n.y;\n"
|
||||
" float k = 1.f/sqrt(a);\n"
|
||||
" p[0].x = -n.y*k;\n"
|
||||
" p[0].y = n.x*k;\n"
|
||||
" p[0].z = 0;\n"
|
||||
" // set q = n x p\n"
|
||||
" q[0].x = -n.z*p[0].y;\n"
|
||||
" q[0].y = n.z*p[0].x;\n"
|
||||
" q[0].z = a*k;\n"
|
||||
" }\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"\n"
|
||||
"\n"
|
||||
"\n"
|
||||
"\n"
|
||||
"void solveContact(__global Constraint4* cs,\n"
|
||||
" float4 posA, float4* linVelA, float4* angVelA, float invMassA, Matrix3x3 invInertiaA,\n"
|
||||
" float4 posB, float4* linVelB, float4* angVelB, float invMassB, Matrix3x3 invInertiaB,\n"
|
||||
" float4* dLinVelA, float4* dAngVelA, float4* dLinVelB, float4* dAngVelB)\n"
|
||||
"{\n"
|
||||
" float minRambdaDt = 0;\n"
|
||||
" float maxRambdaDt = FLT_MAX;\n"
|
||||
"\n"
|
||||
" for(int ic=0; ic<4; ic++)\n"
|
||||
" {\n"
|
||||
" if( cs->m_jacCoeffInv[ic] == 0.f ) continue;\n"
|
||||
"\n"
|
||||
" float4 angular0, angular1, linear;\n"
|
||||
" float4 r0 = cs->m_worldPos[ic] - posA;\n"
|
||||
" float4 r1 = cs->m_worldPos[ic] - posB;\n"
|
||||
" setLinearAndAngular( -cs->m_linear, r0, r1, &linear, &angular0, &angular1 );\n"
|
||||
"\n"
|
||||
" float rambdaDt = calcRelVel( cs->m_linear, -cs->m_linear, angular0, angular1, \n"
|
||||
" *linVelA, *angVelA, *linVelB, *angVelB ) + cs->m_b[ic];\n"
|
||||
" rambdaDt *= cs->m_jacCoeffInv[ic];\n"
|
||||
"\n"
|
||||
" {\n"
|
||||
" float prevSum = cs->m_appliedRambdaDt[ic];\n"
|
||||
" float updated = prevSum;\n"
|
||||
" updated += rambdaDt;\n"
|
||||
" updated = max2( updated, minRambdaDt );\n"
|
||||
" updated = min2( updated, maxRambdaDt );\n"
|
||||
" rambdaDt = updated - prevSum;\n"
|
||||
" cs->m_appliedRambdaDt[ic] = updated;\n"
|
||||
" }\n"
|
||||
"\n"
|
||||
" float4 linImp0 = invMassA*linear*rambdaDt;\n"
|
||||
" float4 linImp1 = invMassB*(-linear)*rambdaDt;\n"
|
||||
" float4 angImp0 = mtMul1(invInertiaA, angular0)*rambdaDt;\n"
|
||||
" float4 angImp1 = mtMul1(invInertiaB, angular1)*rambdaDt;\n"
|
||||
"\n"
|
||||
" *linVelA += linImp0;\n"
|
||||
" *angVelA += angImp0;\n"
|
||||
" *linVelB += linImp1;\n"
|
||||
" *angVelB += angImp1;\n"
|
||||
" }\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"\n"
|
||||
"void solveContactConstraint(__global Body* gBodies, __global Shape* gShapes, __global Constraint4* ldsCs, \n"
|
||||
"__global int2* contactConstraintOffsets,__global int* offsetSplitBodies,\n"
|
||||
"__global float4* deltaLinearVelocities, __global float4* deltaAngularVelocities)\n"
|
||||
"{\n"
|
||||
"\n"
|
||||
" //float frictionCoeff = ldsCs[0].m_linear.w;\n"
|
||||
" int aIdx = ldsCs[0].m_bodyA;\n"
|
||||
" int bIdx = ldsCs[0].m_bodyB;\n"
|
||||
"\n"
|
||||
" float4 posA = gBodies[aIdx].m_pos;\n"
|
||||
" float4 linVelA = gBodies[aIdx].m_linVel;\n"
|
||||
" float4 angVelA = gBodies[aIdx].m_angVel;\n"
|
||||
" float invMassA = gBodies[aIdx].m_invMass;\n"
|
||||
" Matrix3x3 invInertiaA = gShapes[aIdx].m_invInertia;\n"
|
||||
"\n"
|
||||
" float4 posB = gBodies[bIdx].m_pos;\n"
|
||||
" float4 linVelB = gBodies[bIdx].m_linVel;\n"
|
||||
" float4 angVelB = gBodies[bIdx].m_angVel;\n"
|
||||
" float invMassB = gBodies[bIdx].m_invMass;\n"
|
||||
" Matrix3x3 invInertiaB = gShapes[bIdx].m_invInertia;\n"
|
||||
"\n"
|
||||
" float4 zero = make_float4(0);\n"
|
||||
" \n"
|
||||
" float4 dLinVelA = zero;\n"
|
||||
" float4 dAngVelA = zero;\n"
|
||||
" float4 dLinVelB = zero;\n"
|
||||
" float4 dAngVelB = zero;\n"
|
||||
" \n"
|
||||
" int bodyOffsetA = offsetSplitBodies[aIdx];\n"
|
||||
" int constraintOffsetA = contactConstraintOffsets[0].x;\n"
|
||||
" int splitIndexA = bodyOffsetA+constraintOffsetA;\n"
|
||||
"\n"
|
||||
" if (invMassA)\n"
|
||||
" {\n"
|
||||
" \n"
|
||||
" dLinVelA = deltaLinearVelocities[splitIndexA];\n"
|
||||
" dAngVelA = deltaAngularVelocities[splitIndexA];\n"
|
||||
" }\n"
|
||||
"\n"
|
||||
" int bodyOffsetB = offsetSplitBodies[bIdx];\n"
|
||||
" int constraintOffsetB = contactConstraintOffsets[0].y;\n"
|
||||
" int splitIndexB= bodyOffsetB+constraintOffsetB;\n"
|
||||
"\n"
|
||||
" if (invMassB)\n"
|
||||
" {\n"
|
||||
" dLinVelB = deltaLinearVelocities[splitIndexB];\n"
|
||||
" dAngVelB = deltaAngularVelocities[splitIndexB];\n"
|
||||
" }\n"
|
||||
"\n"
|
||||
" solveContact( ldsCs, posA, &linVelA, &angVelA, invMassA, invInertiaA,\n"
|
||||
" posB, &linVelB, &angVelB, invMassB, invInertiaB ,&dLinVelA, &dAngVelA, &dLinVelB, &dAngVelB);\n"
|
||||
"\n"
|
||||
" if (invMassA)\n"
|
||||
" {\n"
|
||||
" deltaLinearVelocities[splitIndexA] = dLinVelA;\n"
|
||||
" deltaAngularVelocities[splitIndexA] = dAngVelA;\n"
|
||||
" } \n"
|
||||
" if (gBodies[bIdx].m_invMass)\n"
|
||||
" {\n"
|
||||
" deltaLinearVelocities[splitIndexB] = dLinVelB;\n"
|
||||
" deltaAngularVelocities[splitIndexB] = dAngVelB;\n"
|
||||
" }\n"
|
||||
"\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"\n"
|
||||
"__kernel void SolveContactJacobiKernel(__global Constraint4* gConstraints, __global Body* gBodies, __global Shape* gShapes ,\n"
|
||||
"__global int2* contactConstraintOffsets,__global int* offsetSplitBodies,__global float4* deltaLinearVelocities, __global float4* deltaAngularVelocities,\n"
|
||||
"float deltaTime, float positionDrift, float positionConstraintCoeff, int fixedBodyIndex, int numManifolds\n"
|
||||
")\n"
|
||||
"{\n"
|
||||
" int i = GET_GLOBAL_IDX;\n"
|
||||
" if (i<numManifolds)\n"
|
||||
" {\n"
|
||||
" solveContactConstraint( gBodies, gShapes, &gConstraints[i] ,contactConstraintOffsets,offsetSplitBodies, deltaLinearVelocities, deltaAngularVelocities);\n"
|
||||
" }\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"__kernel void SolveFrictionJacobiKernel()\n"
|
||||
"{\n"
|
||||
"\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"\n"
|
||||
"\n"
|
||||
"void setConstraint4( const float4 posA, const float4 linVelA, const float4 angVelA, float invMassA, const Matrix3x3 invInertiaA,\n"
|
||||
" const float4 posB, const float4 linVelB, const float4 angVelB, float invMassB, const Matrix3x3 invInertiaB, \n"
|
||||
" __global Contact4* src, float dt, float positionDrift, float positionConstraintCoeff,\n"
|
||||
" Constraint4* dstC )\n"
|
||||
"{\n"
|
||||
" dstC->m_bodyA = abs(src->m_bodyAPtrAndSignBit);\n"
|
||||
" dstC->m_bodyB = abs(src->m_bodyBPtrAndSignBit);\n"
|
||||
"\n"
|
||||
" float dtInv = 1.f/dt;\n"
|
||||
" for(int ic=0; ic<4; ic++)\n"
|
||||
" {\n"
|
||||
" dstC->m_appliedRambdaDt[ic] = 0.f;\n"
|
||||
" }\n"
|
||||
" dstC->m_fJacCoeffInv[0] = dstC->m_fJacCoeffInv[1] = 0.f;\n"
|
||||
"\n"
|
||||
"\n"
|
||||
" dstC->m_linear = -src->m_worldNormal;\n"
|
||||
" dstC->m_linear.w = 0.7f ;//src->getFrictionCoeff() );\n"
|
||||
" for(int ic=0; ic<4; ic++)\n"
|
||||
" {\n"
|
||||
" float4 r0 = src->m_worldPos[ic] - posA;\n"
|
||||
" float4 r1 = src->m_worldPos[ic] - posB;\n"
|
||||
"\n"
|
||||
" if( ic >= src->m_worldNormal.w )//npoints\n"
|
||||
" {\n"
|
||||
" dstC->m_jacCoeffInv[ic] = 0.f;\n"
|
||||
" continue;\n"
|
||||
" }\n"
|
||||
"\n"
|
||||
" float relVelN;\n"
|
||||
" {\n"
|
||||
" float4 linear, angular0, angular1;\n"
|
||||
" setLinearAndAngular(src->m_worldNormal, r0, r1, &linear, &angular0, &angular1);\n"
|
||||
"\n"
|
||||
" dstC->m_jacCoeffInv[ic] = calcJacCoeff(linear, -linear, angular0, angular1,\n"
|
||||
" invMassA, &invInertiaA, invMassB, &invInertiaB );\n"
|
||||
"\n"
|
||||
" relVelN = calcRelVel(linear, -linear, angular0, angular1,\n"
|
||||
" linVelA, angVelA, linVelB, angVelB);\n"
|
||||
"\n"
|
||||
" float e = 0.f;//src->getRestituitionCoeff();\n"
|
||||
" if( relVelN*relVelN < 0.004f ) e = 0.f;\n"
|
||||
"\n"
|
||||
" dstC->m_b[ic] = e*relVelN;\n"
|
||||
" //float penetration = src->m_worldPos[ic].w;\n"
|
||||
" dstC->m_b[ic] += (src->m_worldPos[ic].w + positionDrift)*positionConstraintCoeff*dtInv;\n"
|
||||
" dstC->m_appliedRambdaDt[ic] = 0.f;\n"
|
||||
" }\n"
|
||||
" }\n"
|
||||
"\n"
|
||||
" if( src->m_worldNormal.w > 0 )//npoints\n"
|
||||
" { // prepare friction\n"
|
||||
" float4 center = make_float4(0.f);\n"
|
||||
" for(int i=0; i<src->m_worldNormal.w; i++) \n"
|
||||
" center += src->m_worldPos[i];\n"
|
||||
" center /= (float)src->m_worldNormal.w;\n"
|
||||
"\n"
|
||||
" float4 tangent[2];\n"
|
||||
" btPlaneSpace1(src->m_worldNormal,&tangent[0],&tangent[1]);\n"
|
||||
" \n"
|
||||
" float4 r[2];\n"
|
||||
" r[0] = center - posA;\n"
|
||||
" r[1] = center - posB;\n"
|
||||
"\n"
|
||||
" for(int i=0; i<2; i++)\n"
|
||||
" {\n"
|
||||
" float4 linear, angular0, angular1;\n"
|
||||
" setLinearAndAngular(tangent[i], r[0], r[1], &linear, &angular0, &angular1);\n"
|
||||
"\n"
|
||||
" dstC->m_fJacCoeffInv[i] = calcJacCoeff(linear, -linear, angular0, angular1,\n"
|
||||
" invMassA, &invInertiaA, invMassB, &invInertiaB );\n"
|
||||
" dstC->m_fAppliedRambdaDt[i] = 0.f;\n"
|
||||
" }\n"
|
||||
" dstC->m_center = center;\n"
|
||||
" }\n"
|
||||
"\n"
|
||||
" for(int i=0; i<4; i++)\n"
|
||||
" {\n"
|
||||
" if( i<src->m_worldNormal.w )\n"
|
||||
" {\n"
|
||||
" dstC->m_worldPos[i] = src->m_worldPos[i];\n"
|
||||
" }\n"
|
||||
" else\n"
|
||||
" {\n"
|
||||
" dstC->m_worldPos[i] = make_float4(0.f);\n"
|
||||
" }\n"
|
||||
" }\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"\n"
|
||||
"__kernel\n"
|
||||
"__attribute__((reqd_work_group_size(WG_SIZE,1,1)))\n"
|
||||
"void ContactToConstraintSplitKernel(__global const Contact4* gContact, __global const Body* gBodies, __global const Shape* gShapes, __global Constraint4* gConstraintOut, \n"
|
||||
"__global const unsigned int* bodyCount,\n"
|
||||
"int nContacts,\n"
|
||||
"float dt,\n"
|
||||
"float positionDrift,\n"
|
||||
"float positionConstraintCoeff\n"
|
||||
")\n"
|
||||
"{\n"
|
||||
" int gIdx = GET_GLOBAL_IDX;\n"
|
||||
" \n"
|
||||
" if( gIdx < nContacts )\n"
|
||||
" {\n"
|
||||
" int aIdx = abs(gContact[gIdx].m_bodyAPtrAndSignBit);\n"
|
||||
" int bIdx = abs(gContact[gIdx].m_bodyBPtrAndSignBit);\n"
|
||||
"\n"
|
||||
" float4 posA = gBodies[aIdx].m_pos;\n"
|
||||
" float4 linVelA = gBodies[aIdx].m_linVel;\n"
|
||||
" float4 angVelA = gBodies[aIdx].m_angVel;\n"
|
||||
" float invMassA = gBodies[aIdx].m_invMass;\n"
|
||||
" Matrix3x3 invInertiaA = gShapes[aIdx].m_invInertia;\n"
|
||||
"\n"
|
||||
" float4 posB = gBodies[bIdx].m_pos;\n"
|
||||
" float4 linVelB = gBodies[bIdx].m_linVel;\n"
|
||||
" float4 angVelB = gBodies[bIdx].m_angVel;\n"
|
||||
" float invMassB = gBodies[bIdx].m_invMass;\n"
|
||||
" Matrix3x3 invInertiaB = gShapes[bIdx].m_invInertia;\n"
|
||||
"\n"
|
||||
" Constraint4 cs;\n"
|
||||
"\n"
|
||||
" setConstraint4( posA, linVelA, angVelA, invMassA, invInertiaA, posB, linVelB, angVelB, invMassB, invInertiaB,\n"
|
||||
" &gContact[gIdx], dt, positionDrift, positionConstraintCoeff,\n"
|
||||
" &cs );\n"
|
||||
" \n"
|
||||
" cs.m_batchIdx = gContact[gIdx].m_batchIdx;\n"
|
||||
"\n"
|
||||
" gConstraintOut[gIdx] = cs;\n"
|
||||
" }\n"
|
||||
"}\n"
|
||||
;
|
||||
Reference in New Issue
Block a user