Synchronize changes from branches/GpuClothAMD to trunk
Main improvements are: GPU cloth collision detection against a capsule shape ,OpenCL-OpenGL interoperability (keeping data buffers on GPU), and bug fixes Thanks to Lee Howes
This commit is contained in:
@@ -435,11 +435,16 @@ public:
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m_vertexTriangleCount[vertexIndex] = 0;
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}
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/** Create numVertices new vertices for cloth clothIdentifier */
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void createVertices( int numVertices, int clothIdentifier )
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/**
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* Create numVertices new vertices for cloth clothIdentifier
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* maxVertices allows a buffer zone of extra vertices for alignment or tearing reasons.
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*/
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void createVertices( int numVertices, int clothIdentifier, int maxVertices = 0 )
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{
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int previousSize = m_vertexPosition.size();
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int newSize = previousSize + numVertices;
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if( maxVertices == 0 )
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maxVertices = numVertices;
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int newSize = previousSize + maxVertices;
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// Resize all the arrays that store vertex data
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m_clothIdentifier.resize( newSize );
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@@ -454,6 +459,8 @@ public:
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for( int vertexIndex = previousSize; vertexIndex < newSize; ++vertexIndex )
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m_clothIdentifier[vertexIndex] = clothIdentifier;
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for( int vertexIndex = (previousSize + numVertices); vertexIndex < newSize; ++vertexIndex )
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m_clothIdentifier[vertexIndex] = -1;
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}
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// Get and set methods in header so they can be inlined
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@@ -466,6 +473,11 @@ public:
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return m_vertexPosition[vertexIndex];
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}
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Vectormath::Aos::Point3 getPosition( int vertexIndex ) const
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{
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return m_vertexPosition[vertexIndex];
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}
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/**
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* Return a reference to the previous position of vertex vertexIndex as stored on the host.
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*/
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@@ -498,6 +510,11 @@ public:
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return m_vertexNormal[vertexIndex];
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}
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Vectormath::Aos::Vector3 getNormal( int vertexIndex ) const
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{
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return m_vertexNormal[vertexIndex];
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}
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/**
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* Return a reference to the inverse mass of vertex vertexIndex as stored on the host.
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*/
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@@ -74,12 +74,46 @@ static Vectormath::Aos::Transform3 toTransform3( const btTransform &transform )
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return outTransform;
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}
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void btCPUSoftBodySolver::optimize( btAlignedObjectArray< btSoftBody * > &softBodies )
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void btCPUSoftBodySolver::btAcceleratedSoftBodyInterface::updateBounds( const btVector3 &lowerBound, const btVector3 &upperBound )
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{
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if( m_softBodySet.size() != softBodies.size() )
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float scalarMargin = this->getSoftBody()->getCollisionShape()->getMargin();
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btVector3 vectorMargin( scalarMargin, scalarMargin, scalarMargin );
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m_softBody->m_bounds[0] = lowerBound - vectorMargin;
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m_softBody->m_bounds[1] = upperBound + vectorMargin;
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}
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void btCPUSoftBodySolver::copyBackToSoftBodies()
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{
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// Loop over soft bodies, copying all the vertex positions back for each body in turn
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for( int softBodyIndex = 0; softBodyIndex < m_softBodySet.size(); ++softBodyIndex )
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{
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btAcceleratedSoftBodyInterface *softBodyInterface = m_softBodySet[ softBodyIndex ];
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btSoftBody *softBody = softBodyInterface->getSoftBody();
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int firstVertex = softBodyInterface->getFirstVertex();
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int numVertices = softBodyInterface->getNumVertices();
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// Copy vertices from solver back into the softbody
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for( int vertex = 0; vertex < numVertices; ++vertex )
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{
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using Vectormath::Aos::Point3;
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Point3 vertexPosition( getVertexData().getVertexPositions()[firstVertex + vertex] );
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softBody->m_nodes[vertex].m_x.setX( vertexPosition.getX() );
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softBody->m_nodes[vertex].m_x.setY( vertexPosition.getY() );
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softBody->m_nodes[vertex].m_x.setZ( vertexPosition.getZ() );
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softBody->m_nodes[vertex].m_n.setX( vertexPosition.getX() );
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softBody->m_nodes[vertex].m_n.setY( vertexPosition.getY() );
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softBody->m_nodes[vertex].m_n.setZ( vertexPosition.getZ() );
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}
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}
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} // btCPUSoftBodySolver::copyBackToSoftBodies
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void btCPUSoftBodySolver::optimize( btAlignedObjectArray< btSoftBody * > &softBodies , bool forceUpdate )
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{
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if( forceUpdate || m_softBodySet.size() != softBodies.size() )
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{
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// Have a change in the soft body set so update, reloading all the data
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getVertexData().clear();
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@@ -104,6 +138,7 @@ void btCPUSoftBodySolver::optimize( btAlignedObjectArray< btSoftBody * > &softBo
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m_perClothLiftFactor.push_back( softBody->m_cfg.kLF );
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m_perClothDragFactor.push_back( softBody->m_cfg.kDG );
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m_perClothMediumDensity.push_back(softBody->getWorldInfo()->air_density);
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m_perClothCollisionObjects.push_back( CollisionObjectIndices(-1, -1) );
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// Add space for new vertices and triangles in the default solver for now
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// TODO: Include space here for tearing too later
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@@ -385,51 +420,72 @@ void btCPUSoftBodySolver::updateConstants( float timeStep )
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}
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} // btCPUSoftBodySolver::updateConstants
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void btCPUSoftBodySolver::updateBounds()
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{
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using Vectormath::Aos::Point3;
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for( int clothIndex = 0; clothIndex < m_softBodySet.size(); ++clothIndex )
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{
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btAcceleratedSoftBodyInterface *currentCloth = m_softBodySet[clothIndex];
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btVector3 startBound(FLT_MAX, FLT_MAX, FLT_MAX);
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btVector3 endBound(FLT_MIN, FLT_MIN, FLT_MIN);
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const int startVertex = currentCloth->getFirstVertex();
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const int numVertices = currentCloth->getNumVertices();
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int endVertex = startVertex + numVertices;
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for(int vertexIndex = startVertex; vertexIndex < endVertex; ++vertexIndex)
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{
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btVector3 vertexPosition( m_vertexData.getVertexPositions()[vertexIndex].getX(), m_vertexData.getVertexPositions()[vertexIndex].getY(), m_vertexData.getVertexPositions()[vertexIndex].getZ() );
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startBound.setX( btMin( startBound.getX(), vertexPosition.getX() ) );
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startBound.setY( btMin( startBound.getY(), vertexPosition.getY() ) );
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startBound.setZ( btMin( startBound.getZ(), vertexPosition.getZ() ) );
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endBound.setX( btMax( endBound.getX(), vertexPosition.getX() ) );
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endBound.setY( btMax( endBound.getY(), vertexPosition.getY() ) );
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endBound.setZ( btMax( endBound.getZ(), vertexPosition.getZ() ) );
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}
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m_softBodySet[clothIndex]->updateBounds( startBound, endBound );
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}
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}
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class btCPUSB_QuickSortCompare
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{
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public:
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bool operator() ( const btCPUCollisionShapeDescription& a, const btCPUCollisionShapeDescription& b )
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{
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return ( a.softBodyIdentifier < b.softBodyIdentifier );
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}
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};
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/**
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* Sort the collision object details array and generate indexing into it for the per-cloth collision object array.
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*/
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void btCPUSoftBodySolver::prepareCollisionConstraints()
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{
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// First do a simple radix sort on the collision objects
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// First do a simple sort on the collision objects
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btAlignedObjectArray<int> numObjectsPerClothPrefixSum;
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btAlignedObjectArray<int> numObjectsPerCloth;
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numObjectsPerCloth.resize( m_softBodySet.size(), 0 );
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numObjectsPerClothPrefixSum.resize( m_softBodySet.size(), 0 );
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btAlignedObjectArray< CollisionShapeDescription > m_collisionObjectDetailsCopy(m_collisionObjectDetails);
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// Count and prefix sum number of previous cloths
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for( int collisionObject = 0; collisionObject < m_collisionObjectDetailsCopy.size(); ++collisionObject )
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{
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CollisionShapeDescription &shapeDescription( m_collisionObjectDetailsCopy[collisionObject] );
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++numObjectsPerClothPrefixSum[shapeDescription.softBodyIdentifier];
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}
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int sum = 0;
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for( int cloth = 0; cloth < m_softBodySet.size(); ++cloth )
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{
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int currentValue = numObjectsPerClothPrefixSum[cloth];
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numObjectsPerClothPrefixSum[cloth] = sum;
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sum += currentValue;
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}
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// Move into the target array
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for( int collisionObject = 0; collisionObject < m_collisionObjectDetailsCopy.size(); ++collisionObject )
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{
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CollisionShapeDescription &shapeDescription( m_collisionObjectDetailsCopy[collisionObject] );
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int clothID = shapeDescription.softBodyIdentifier;
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int newLocation = numObjectsPerClothPrefixSum[clothID] + numObjectsPerCloth[clothID];
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numObjectsPerCloth[shapeDescription.softBodyIdentifier]++;
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m_collisionObjectDetails[newLocation] = shapeDescription;
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}
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for( int collisionObject = 0; collisionObject < m_collisionObjectDetailsCopy.size(); ++collisionObject )
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{
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CollisionShapeDescription &shapeDescription( m_collisionObjectDetails[collisionObject] );
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}
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if (!m_perClothCollisionObjects.size())
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return;
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m_collisionObjectDetails.quickSort( btCPUSB_QuickSortCompare() );
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// Generating indexing for perClothCollisionObjects
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// First clear the previous values
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// First clear the previous values with the "no collision object for cloth" constant
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for( int clothIndex = 0; clothIndex < m_perClothCollisionObjects.size(); ++clothIndex )
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{
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m_perClothCollisionObjects[clothIndex].firstObject = 0;
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m_perClothCollisionObjects[clothIndex].endObject = 0;
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m_perClothCollisionObjects[clothIndex].firstObject = -1;
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m_perClothCollisionObjects[clothIndex].endObject = -1;
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}
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int currentCloth = 0;
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int startIndex = 0;
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@@ -445,8 +501,12 @@ void btCPUSoftBodySolver::prepareCollisionConstraints()
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currentCloth = nextCloth;
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startIndex = collisionObject;
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}
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}
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//m_perClothCollisionObjects
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}
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// And update last cloth
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m_perClothCollisionObjects[currentCloth].firstObject = startIndex;
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m_perClothCollisionObjects[currentCloth].endObject = m_collisionObjectDetails.size();
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} // prepareCollisionConstraints
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@@ -478,83 +538,9 @@ void btCPUSoftBodySolver::solveConstraints( float solverdt )
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}
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#if 0
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prepareCollisionConstraints();
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// Solve collision constraints
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// Very simple solver that pushes the vertex out of collision imposters for now
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// to test integration with the broad phase code.
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// May also want to put this into position solver loop every n iterations depending on
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// how it behaves
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for( int clothIndex = 0; clothIndex < m_softBodySet.size(); ++clothIndex )
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{
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btAcceleratedSoftBodyInterface *currentCloth = m_softBodySet[clothIndex];
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const int startVertex = currentCloth->getFirstVertex();
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const int numVertices = currentCloth->getNumVertices();
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int endVertex = startVertex + numVertices;
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int startObject = m_perClothCollisionObjects[clothIndex].firstObject;
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int endObject = m_perClothCollisionObjects[clothIndex].endObject;
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for( int collisionObject = startObject; collisionObject < endObject; ++collisionObject )
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{
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CollisionShapeDescription &shapeDescription( m_collisionObjectDetails[collisionObject] );
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if( shapeDescription.collisionShapeType == CAPSULE_SHAPE_PROXYTYPE )
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{
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using namespace Vectormath::Aos;
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float capsuleHalfHeight = shapeDescription.shapeInformation.capsule.halfHeight;
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float capsuleRadius = shapeDescription.shapeInformation.capsule.radius;
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Transform3 worldTransform = shapeDescription.shapeTransform;
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for( int vertexIndex = startVertex; vertexIndex < endVertex; ++vertexIndex )
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{
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Point3 vertex( m_vertexData.getPosition( vertexIndex ) );
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Point3 c1(0.f, -capsuleHalfHeight, 0.f);
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Point3 c2(0.f, +capsuleHalfHeight, 0.f);
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Point3 worldC1 = worldTransform * c1;
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Point3 worldC2 = worldTransform * c2;
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Vector3 segment = worldC2 - worldC1;
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// compute distance of tangent to vertex along line segment in capsule
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float distanceAlongSegment = -( dot( worldC1 - vertex, segment ) / lengthSqr(segment) );
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Point3 closestPoint = (worldC1 + segment * distanceAlongSegment);
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float distanceFromLine = length(vertex - closestPoint);
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float distanceFromC1 = length(worldC1 - vertex);
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float distanceFromC2 = length(worldC2 - vertex);
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// Final distance from collision, point to push from, direction to push in
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// for impulse force
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float distance;
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Point3 sourcePoint;
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Vector3 pushVector;
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if( distanceAlongSegment < 0 )
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{
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distance = distanceFromC1;
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sourcePoint = worldC1;
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pushVector = normalize(vertex - worldC1);
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} else if( distanceAlongSegment > 1.f ) {
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distance = distanceFromC1;
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sourcePoint = worldC1;
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pushVector = normalize(vertex - worldC1);
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} else {
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distance = distanceFromLine;
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sourcePoint = closestPoint;
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pushVector = normalize(vertex - closestPoint);
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}
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// For now just update vertex position by moving to radius distance along the push vector
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// Could use this as the basis for simple vector distance constraint for the point later, possibly?
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// That way in the main solver loop all shape types could be the same... though when
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// we need to apply bi-directionally it becomes more complicated
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m_vertexData.getPosition( vertexIndex ) = closestPoint + capsuleRadius * pushVector;
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}
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}
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}
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}
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#endif
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for( int iteration = 0; iteration < m_numberOfVelocityIterations ; ++iteration )
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{
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@@ -622,6 +608,8 @@ void btCPUSoftBodySolver::solveConstraints( float solverdt )
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}
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}
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}
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// Clear forces so that friction is applied correctly
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for( int clothIndex = 0; clothIndex < m_softBodySet.size(); ++clothIndex )
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{
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btAcceleratedSoftBodyInterface *currentCloth = m_softBodySet[clothIndex];
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@@ -637,23 +625,201 @@ void btCPUSoftBodySolver::solveConstraints( float solverdt )
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float velocityCorrectionCoefficient = m_perClothVelocityCorrectionCoefficient[clothIndex];
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float isolverDt = 1.f/solverdt;
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if( m_numberOfVelocityIterations > 0 )
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for(int vertexIndex = startVertex; vertexIndex < lastVertex; ++vertexIndex)
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{
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for(int vertexIndex = startVertex; vertexIndex < lastVertex; ++vertexIndex)
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{
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m_vertexData.getVelocity(vertexIndex) += (m_vertexData.getPosition(vertexIndex) - m_vertexData.getPreviousPosition(vertexIndex)) * velocityCorrectionCoefficient * isolverDt;
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m_vertexData.getVelocity(vertexIndex) *= velocityCoefficient;
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m_vertexData.getForceAccumulator( vertexIndex ) = Vector3(0.f, 0.f, 0.f);
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}
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} else {
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// If we didn't compute the velocity iteratively then we compute it purely based on the position change
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for(int vertexIndex = startVertex; vertexIndex < lastVertex; ++vertexIndex)
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{
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m_vertexData.getVelocity(vertexIndex) = (m_vertexData.getPosition(vertexIndex) - m_vertexData.getPreviousPosition(vertexIndex)) * velocityCoefficient * isolverDt;
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m_vertexData.getForceAccumulator( vertexIndex ) = Vector3(0.f, 0.f, 0.f);
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}
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m_vertexData.getForceAccumulator( vertexIndex ) = Vector3(0.f, 0.f, 0.f);
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}
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}
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// Solve collision constraints
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// Very simple solver that pushes the vertex out of collision imposters for now
|
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// to test integration with the broad phase code.
|
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// May also want to put this into position solver loop every n iterations depending on
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// how it behaves
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for( int clothIndex = 0; clothIndex < m_softBodySet.size(); ++clothIndex )
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{
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btAcceleratedSoftBodyInterface *currentCloth = m_softBodySet[clothIndex];
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float clothFriction = currentCloth->getSoftBody()->getFriction();
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const int startVertex = currentCloth->getFirstVertex();
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const int numVertices = currentCloth->getNumVertices();
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int endVertex = startVertex + numVertices;
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float velocityCoefficient = (1.f - m_perClothDampingFactor[clothIndex]);
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float velocityCorrectionCoefficient = m_perClothVelocityCorrectionCoefficient[clothIndex];
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float isolverDt = 1.f/solverdt;
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int startObject = m_perClothCollisionObjects[clothIndex].firstObject;
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int endObject = m_perClothCollisionObjects[clothIndex].endObject;
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if( endObject == startObject )
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{
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// No collisions so just do the force update
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for(int vertexIndex = startVertex; vertexIndex < endVertex; ++vertexIndex)
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{
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m_vertexData.getForceAccumulator( vertexIndex ) = Vector3(0.f, 0.f, 0.f);
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}
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// Recompute velocity based on updated position inclusive of drift
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for(int vertexIndex = startVertex; vertexIndex < endVertex; ++vertexIndex)
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{
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m_vertexData.getVelocity(vertexIndex) = (m_vertexData.getPosition(vertexIndex) - m_vertexData.getPreviousPosition(vertexIndex)) * velocityCoefficient * isolverDt;
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}
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} else {
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for( int collisionObject = startObject; collisionObject < endObject; ++collisionObject )
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{
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btCPUCollisionShapeDescription &shapeDescription( m_collisionObjectDetails[collisionObject] );
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float colliderFriction = shapeDescription.friction;
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if( shapeDescription.collisionShapeType == CAPSULE_SHAPE_PROXYTYPE )
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{
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using namespace Vectormath::Aos;
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float capsuleHalfHeight = shapeDescription.shapeInformation.capsule.halfHeight;
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float capsuleRadius = shapeDescription.shapeInformation.capsule.radius;
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int capsuleUpAxis = shapeDescription.shapeInformation.capsule.upAxis;
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float capsuleMargin = shapeDescription.margin;
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Transform3 worldTransform = shapeDescription.shapeTransform;
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// As this is a GPU comparison solver just iterate over the vertices
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for( int vertexIndex = startVertex; vertexIndex < endVertex; ++vertexIndex )
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{
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// Clear force for vertex first
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m_vertexData.getForceAccumulator( vertexIndex ) = Vector3(0.f, 0.f, 0.f);
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Point3 vertex( m_vertexData.getPosition( vertexIndex ) );
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// Correctly define the centerline depending on the upAxis
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Point3 c1(0.f, 0.f, 0.f);
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Point3 c2(0.f, 0.f, 0.f);
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if( capsuleUpAxis == 0 ) {
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c1.setX(-capsuleHalfHeight);
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c2.setX(capsuleHalfHeight);
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} else if( capsuleUpAxis == 1 ) {
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c1.setY(-capsuleHalfHeight);
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c2.setY(capsuleHalfHeight);
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} else {
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c1.setZ(-capsuleHalfHeight);
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c2.setZ(capsuleHalfHeight);
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}
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Point3 worldC1 = worldTransform * c1;
|
||||
Point3 worldC2 = worldTransform * c2;
|
||||
Vector3 segment = worldC2 - worldC1;
|
||||
|
||||
// compute distance of tangent to vertex along line segment in capsule
|
||||
float distanceAlongSegment = -( dot( worldC1 - vertex, segment ) / lengthSqr(segment) );
|
||||
|
||||
Point3 closestPoint = (worldC1 + segment * distanceAlongSegment);
|
||||
float distanceFromLine = length(vertex - closestPoint);
|
||||
float distanceFromC1 = length(worldC1 - vertex);
|
||||
float distanceFromC2 = length(worldC2 - vertex);
|
||||
|
||||
// Final distance from collision, point to push from, direction to push in
|
||||
// for impulse force
|
||||
float distance;
|
||||
Point3 sourcePoint;
|
||||
Vector3 normalVector;
|
||||
if( distanceAlongSegment < 0 )
|
||||
{
|
||||
distance = distanceFromC1;
|
||||
sourcePoint = worldC1;
|
||||
normalVector = normalize(vertex - worldC1);
|
||||
} else if( distanceAlongSegment > 1.f ) {
|
||||
distance = distanceFromC2;
|
||||
sourcePoint = worldC2;
|
||||
normalVector = normalize(vertex - worldC2);
|
||||
} else {
|
||||
distance = distanceFromLine;
|
||||
sourcePoint = closestPoint;
|
||||
normalVector = normalize(vertex - closestPoint);
|
||||
}
|
||||
|
||||
Vector3 colliderLinearVelocity( shapeDescription.linearVelocity );
|
||||
Vector3 colliderAngularVelocity( shapeDescription.angularVelocity );
|
||||
Vector3 velocityOfSurfacePoint = colliderLinearVelocity + cross(colliderAngularVelocity, Vector3(vertex) - worldTransform.getTranslation());
|
||||
|
||||
float minDistance = capsuleRadius + capsuleMargin;
|
||||
bool collided = false;
|
||||
|
||||
if( distance < minDistance )
|
||||
{
|
||||
// Project back to surface along normal
|
||||
Vectormath::Aos::Point3 sourcePos = m_vertexData.getPosition( vertexIndex );
|
||||
Vectormath::Aos::Vector3 posChange = (minDistance - distance)*normalVector*0.9;
|
||||
//if( length(posChange) > 1 )
|
||||
// std::cerr << "Poschange: " << length(posChange) << "\n";
|
||||
|
||||
Vectormath::Aos::Point3 newPos = sourcePos + posChange;
|
||||
m_vertexData.getPosition( vertexIndex ) = newPos;
|
||||
//m_vertexData.getPosition( vertexIndex ) = m_vertexData.getPosition( vertexIndex ) + (minDistance - distance)*normalVector*0.9;
|
||||
|
||||
// Experiment with moving back along source vector.
|
||||
// Removes all ability to slide because it projects back along the vector length so it would undo lateral movement.
|
||||
// TODO: This isn't quite right because we should take the movement of the collider into account as well
|
||||
/*Vector3 incomingMoveVector( normalize(m_vertexData.getPreviousPosition(vertexIndex) - m_vertexData.getPosition(vertexIndex)) );
|
||||
Vector3 normalDirectionMoveOut( (minDistance - distance)*normalVector*0.9 );
|
||||
float distanceOnIncomingVector = dot(normalDirectionMoveOut, incomingMoveVector);
|
||||
Vector3 vectorCorrection( distanceOnIncomingVector*incomingMoveVector );
|
||||
m_vertexData.getPosition( vertexIndex ) = m_vertexData.getPosition( vertexIndex ) + vectorCorrection;*/
|
||||
|
||||
|
||||
collided = true;
|
||||
}
|
||||
|
||||
// Update velocity of vertex based on position
|
||||
m_vertexData.getVelocity(vertexIndex) = (m_vertexData.getPosition(vertexIndex) - m_vertexData.getPreviousPosition(vertexIndex)) * velocityCoefficient * isolverDt;
|
||||
|
||||
// If we collided before we are on the surface so have friction
|
||||
if( collided )
|
||||
{
|
||||
// Compute friction
|
||||
|
||||
// TODO: Just vertex velocity not enough, really we need the velocity
|
||||
// relative to closest point on the surface of the collider
|
||||
Vector3 vertexVelocity( m_vertexData.getVelocity(vertexIndex) );
|
||||
Vector3 relativeVelocity( vertexVelocity - velocityOfSurfacePoint );
|
||||
|
||||
|
||||
// First compute vectors for plane perpendicular to normal vector
|
||||
// Cross any vector with normal vector first then cross the normal with it again
|
||||
Vector3 p1(normalize(cross(normalVector, segment)));
|
||||
Vector3 p2(normalize(cross(p1, normalVector)));
|
||||
// Full friction is sum of velocities in each direction of plane.
|
||||
Vector3 frictionVector(p1*dot(relativeVelocity, p1) + p2*dot(relativeVelocity, p2));
|
||||
|
||||
// Real friction is peak friction corrected by friction coefficients.
|
||||
frictionVector = frictionVector*(colliderFriction*clothFriction);
|
||||
|
||||
float approachSpeed = dot( relativeVelocity, normalVector );
|
||||
|
||||
// For now just update vertex position by moving to radius distance along the push vector
|
||||
// Could use this as the basis for simple vector distance constraint for the point later, possibly?
|
||||
// That way in the main solver loop all shape types could be the same... though when
|
||||
// we need to apply bi-directionally it becomes more complicated
|
||||
|
||||
// Add friction vector to the force accumulator
|
||||
Vector3 ¤tForce( m_vertexData.getForceAccumulator( vertexIndex ) );
|
||||
|
||||
// Only apply if the vertex is moving towards the object to reduce jitter error
|
||||
if( approachSpeed <= 0.0 )
|
||||
currentForce -= frictionVector;
|
||||
}
|
||||
}
|
||||
}
|
||||
} // for( int collisionObject = startObject; collisionObject < endObject; ++collisionObject )
|
||||
} // if( endObject == startObject )
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
} // btCPUSoftBodySolver::solveConstraints
|
||||
|
||||
@@ -669,14 +835,37 @@ btCPUSoftBodySolver::btAcceleratedSoftBodyInterface *btCPUSoftBodySolver::findSo
|
||||
return 0;
|
||||
}
|
||||
|
||||
void btCPUSoftBodySolver::copySoftBodyToVertexBuffer( const btSoftBody * const softBody, btVertexBufferDescriptor *vertexBuffer )
|
||||
const btCPUSoftBodySolver::btAcceleratedSoftBodyInterface * const btCPUSoftBodySolver::findSoftBodyInterface( const btSoftBody* const softBody ) const
|
||||
{
|
||||
for( int softBodyIndex = 0; softBodyIndex < m_softBodySet.size(); ++softBodyIndex )
|
||||
{
|
||||
const btAcceleratedSoftBodyInterface *const softBodyInterface = m_softBodySet[softBodyIndex];
|
||||
if( softBodyInterface->getSoftBody() == softBody )
|
||||
return softBodyInterface;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
int btCPUSoftBodySolver::findSoftBodyIndex( const btSoftBody* const softBody )
|
||||
{
|
||||
for( int softBodyIndex = 0; softBodyIndex < m_softBodySet.size(); ++softBodyIndex )
|
||||
{
|
||||
btAcceleratedSoftBodyInterface *softBodyInterface = m_softBodySet[softBodyIndex];
|
||||
if( softBodyInterface->getSoftBody() == softBody )
|
||||
return softBodyIndex;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
void btSoftBodySolverOutputCPUtoCPU::copySoftBodyToVertexBuffer( const btSoftBody * const softBody, btVertexBufferDescriptor *vertexBuffer )
|
||||
{
|
||||
// Currently only support CPU output buffers
|
||||
// TODO: check for DX11 buffers. Take all offsets into the same DX11 buffer
|
||||
// and use them together on a single kernel call if possible by setting up a
|
||||
// per-cloth target buffer array for the copy kernel.
|
||||
|
||||
btAcceleratedSoftBodyInterface *currentCloth = findSoftBodyInterface( softBody );
|
||||
|
||||
const btSoftBodySolver *solver = softBody->getSoftBodySolver();
|
||||
btAssert( solver->getSolverType() == btSoftBodySolver::CPU_SOLVER );
|
||||
const btCPUSoftBodySolver *cpuSolver = static_cast< const btCPUSoftBodySolver * >( solver );
|
||||
const btCPUSoftBodySolver::btAcceleratedSoftBodyInterface * const currentCloth = cpuSolver->findSoftBodyInterface( softBody );
|
||||
const btSoftBodyVertexData &vertexData( cpuSolver->m_vertexData );
|
||||
|
||||
if( vertexBuffer->getBufferType() == btVertexBufferDescriptor::CPU_BUFFER )
|
||||
{
|
||||
@@ -693,7 +882,7 @@ void btCPUSoftBodySolver::copySoftBodyToVertexBuffer( const btSoftBody * const s
|
||||
|
||||
for( int vertexIndex = firstVertex; vertexIndex < lastVertex; ++vertexIndex )
|
||||
{
|
||||
Vectormath::Aos::Point3 position = m_vertexData.getPosition(vertexIndex);
|
||||
Vectormath::Aos::Point3 position = vertexData.getPosition(vertexIndex);
|
||||
*(vertexPointer + 0) = position.getX();
|
||||
*(vertexPointer + 1) = position.getY();
|
||||
*(vertexPointer + 2) = position.getZ();
|
||||
@@ -708,40 +897,58 @@ void btCPUSoftBodySolver::copySoftBodyToVertexBuffer( const btSoftBody * const s
|
||||
|
||||
for( int vertexIndex = firstVertex; vertexIndex < lastVertex; ++vertexIndex )
|
||||
{
|
||||
Vectormath::Aos::Vector3 normal = m_vertexData.getNormal(vertexIndex);
|
||||
Vectormath::Aos::Vector3 normal = vertexData.getNormal(vertexIndex);
|
||||
*(normalPointer + 0) = normal.getX();
|
||||
*(normalPointer + 1) = normal.getY();
|
||||
*(normalPointer + 2) = normal.getZ();
|
||||
normalPointer += normalStride;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
btAssert( 0=="Invalid vertex buffer descriptor used in CPU output." );
|
||||
}
|
||||
} // btCPUSoftBodySolver::outputToVertexBuffers
|
||||
|
||||
|
||||
|
||||
void btCPUSoftBodySolver::addCollisionObjectForSoftBody( int clothIndex, btCollisionObject *collisionObject )
|
||||
void btCPUSoftBodySolver::processCollision( btSoftBody*, btSoftBody *)
|
||||
{
|
||||
btCollisionShape *collisionShape = collisionObject->getCollisionShape();
|
||||
int shapeType = collisionShape->getShapeType();
|
||||
if( shapeType == CAPSULE_SHAPE_PROXYTYPE )
|
||||
{
|
||||
// Add to the list of expected collision objects
|
||||
CollisionShapeDescription newCollisionShapeDescription;
|
||||
newCollisionShapeDescription.softBodyIdentifier = clothIndex;
|
||||
newCollisionShapeDescription.collisionShapeType = shapeType;
|
||||
newCollisionShapeDescription.shapeTransform = toTransform3(collisionObject->getWorldTransform());
|
||||
btCapsuleShape *capsule = static_cast<btCapsuleShape*>( collisionShape );
|
||||
newCollisionShapeDescription.shapeInformation.capsule.radius = capsule->getRadius();
|
||||
newCollisionShapeDescription.shapeInformation.capsule.halfHeight = capsule->getHalfHeight();
|
||||
m_collisionObjectDetails.push_back( newCollisionShapeDescription );
|
||||
|
||||
// TODO: In the collision function, sort the above array on the clothIndex and generate the start and end indices
|
||||
} else {
|
||||
btAssert("Unsupported collision shape type\n");
|
||||
}
|
||||
}
|
||||
|
||||
// Add the collision object to the set to deal with for a particular soft body
|
||||
void btCPUSoftBodySolver::processCollision( btSoftBody *softBody, btCollisionObject* collisionObject )
|
||||
{
|
||||
int softBodyIndex = findSoftBodyIndex( softBody );
|
||||
|
||||
if( softBodyIndex >= 0 )
|
||||
{
|
||||
btCollisionShape *collisionShape = collisionObject->getCollisionShape();
|
||||
float friction = collisionObject->getFriction();
|
||||
int shapeType = collisionShape->getShapeType();
|
||||
if( shapeType == CAPSULE_SHAPE_PROXYTYPE )
|
||||
{
|
||||
// Add to the list of expected collision objects
|
||||
btCPUCollisionShapeDescription newCollisionShapeDescription;
|
||||
newCollisionShapeDescription.softBodyIdentifier = softBodyIndex;
|
||||
newCollisionShapeDescription.collisionShapeType = shapeType;
|
||||
newCollisionShapeDescription.shapeTransform = toTransform3(collisionObject->getWorldTransform());
|
||||
btCapsuleShape *capsule = static_cast<btCapsuleShape*>( collisionShape );
|
||||
newCollisionShapeDescription.shapeInformation.capsule.radius = capsule->getRadius();
|
||||
newCollisionShapeDescription.shapeInformation.capsule.halfHeight = capsule->getHalfHeight();
|
||||
newCollisionShapeDescription.shapeInformation.capsule.upAxis = capsule->getUpAxis();
|
||||
newCollisionShapeDescription.margin = capsule->getMargin();
|
||||
newCollisionShapeDescription.friction = friction;
|
||||
btRigidBody* body = static_cast< btRigidBody* >( collisionObject );
|
||||
newCollisionShapeDescription.linearVelocity = toVector3(body->getLinearVelocity());
|
||||
newCollisionShapeDescription.angularVelocity = toVector3(body->getAngularVelocity());
|
||||
m_collisionObjectDetails.push_back( newCollisionShapeDescription );
|
||||
} else {
|
||||
btAssert("Unsupported collision shape type\n");
|
||||
}
|
||||
} else {
|
||||
btAssert("Unknown soft body");
|
||||
}
|
||||
} // btCPUSoftBodySolver::processCollision
|
||||
|
||||
|
||||
void btCPUSoftBodySolver::predictMotion( float timeStep )
|
||||
{
|
||||
@@ -760,6 +967,12 @@ void btCPUSoftBodySolver::predictMotion( float timeStep )
|
||||
|
||||
// Itegrate motion for all soft bodies dealt with by the solver
|
||||
integrate( timeStep * getTimeScale() );
|
||||
|
||||
// Update bounds
|
||||
// Will update the bounds for all softBodies being dealt with by the solver and
|
||||
// set the values in the btSoftBody object
|
||||
updateBounds();
|
||||
|
||||
// End prediction work for solvers
|
||||
}
|
||||
|
||||
|
||||
@@ -21,7 +21,37 @@ subject to the following restrictions:
|
||||
#include "BulletSoftBody/btSoftBodySolverVertexBuffer.h"
|
||||
#include "BulletMultiThreaded/GpuSoftBodySolvers/CPU/btSoftBodySolverData.h"
|
||||
|
||||
struct btCPUCollisionShapeDescription
|
||||
{
|
||||
int softBodyIdentifier;
|
||||
int collisionShapeType;
|
||||
Vectormath::Aos::Transform3 shapeTransform;
|
||||
union
|
||||
{
|
||||
struct Sphere
|
||||
{
|
||||
float radius;
|
||||
} sphere;
|
||||
struct Capsule
|
||||
{
|
||||
float radius;
|
||||
float halfHeight;
|
||||
int upAxis;
|
||||
} capsule;
|
||||
} shapeInformation;
|
||||
|
||||
float margin;
|
||||
float friction;
|
||||
Vectormath::Aos::Vector3 linearVelocity;
|
||||
Vectormath::Aos::Vector3 angularVelocity;
|
||||
|
||||
btCPUCollisionShapeDescription()
|
||||
{
|
||||
collisionShapeType = 0;
|
||||
margin = 0;
|
||||
friction = 0;
|
||||
}
|
||||
};
|
||||
|
||||
class btCPUSoftBodySolver : public btSoftBodySolver
|
||||
{
|
||||
@@ -30,28 +60,22 @@ protected:
|
||||
* Entry in the collision shape array.
|
||||
* Specifies the shape type, the transform matrix and the necessary details of the collisionShape.
|
||||
*/
|
||||
struct CollisionShapeDescription
|
||||
{
|
||||
int softBodyIdentifier;
|
||||
int collisionShapeType;
|
||||
Vectormath::Aos::Transform3 shapeTransform;
|
||||
union
|
||||
{
|
||||
struct Sphere
|
||||
{
|
||||
float radius;
|
||||
} sphere;
|
||||
struct Capsule
|
||||
{
|
||||
float radius;
|
||||
float halfHeight;
|
||||
} capsule;
|
||||
} shapeInformation;
|
||||
|
||||
CollisionShapeDescription()
|
||||
|
||||
// Public because output classes need it. This is a better encapsulation to break in the short term
|
||||
// Than having the solvers themselves need dependencies on DX, CL etc unnecessarily
|
||||
public:
|
||||
|
||||
struct CollisionObjectIndices
|
||||
{
|
||||
CollisionObjectIndices( int f, int e )
|
||||
{
|
||||
collisionShapeType = 0;
|
||||
firstObject = f;
|
||||
endObject = e;
|
||||
}
|
||||
|
||||
int firstObject;
|
||||
int endObject;
|
||||
};
|
||||
|
||||
/**
|
||||
@@ -99,36 +123,41 @@ protected:
|
||||
m_maxLinks = 0;
|
||||
m_numLinks = 0;
|
||||
}
|
||||
int getNumVertices()
|
||||
int getNumVertices() const
|
||||
{
|
||||
return m_numVertices;
|
||||
}
|
||||
|
||||
int getNumTriangles()
|
||||
int getNumTriangles() const
|
||||
{
|
||||
return m_numTriangles;
|
||||
}
|
||||
|
||||
int getMaxVertices()
|
||||
int getMaxVertices() const
|
||||
{
|
||||
return m_maxVertices;
|
||||
}
|
||||
|
||||
int getMaxTriangles()
|
||||
int getMaxTriangles() const
|
||||
{
|
||||
return m_maxTriangles;
|
||||
}
|
||||
|
||||
int getFirstVertex()
|
||||
int getFirstVertex() const
|
||||
{
|
||||
return m_firstVertex;
|
||||
}
|
||||
|
||||
int getFirstTriangle()
|
||||
int getFirstTriangle() const
|
||||
{
|
||||
return m_firstTriangle;
|
||||
}
|
||||
|
||||
/**
|
||||
* Update the bounds in the btSoftBody object
|
||||
*/
|
||||
void updateBounds( const btVector3 &lowerBound, const btVector3 &upperBound );
|
||||
|
||||
// TODO: All of these set functions will have to do checks and
|
||||
// update the world because restructuring of the arrays will be necessary
|
||||
// Reasonable use of "friend"?
|
||||
@@ -177,17 +206,17 @@ protected:
|
||||
m_firstLink = firstLink;
|
||||
}
|
||||
|
||||
int getMaxLinks()
|
||||
int getMaxLinks() const
|
||||
{
|
||||
return m_maxLinks;
|
||||
}
|
||||
|
||||
int getNumLinks()
|
||||
int getNumLinks() const
|
||||
{
|
||||
return m_numLinks;
|
||||
}
|
||||
|
||||
int getFirstLink()
|
||||
int getFirstLink() const
|
||||
{
|
||||
return m_firstLink;
|
||||
}
|
||||
@@ -197,47 +226,20 @@ protected:
|
||||
return m_softBody;
|
||||
}
|
||||
|
||||
#if 0
|
||||
void setAcceleration( Vectormath::Aos::Vector3 acceleration )
|
||||
const btSoftBody* const getSoftBody() const
|
||||
{
|
||||
m_currentSolver->setPerClothAcceleration( m_clothIdentifier, acceleration );
|
||||
return m_softBody;
|
||||
}
|
||||
|
||||
void setWindVelocity( Vectormath::Aos::Vector3 windVelocity )
|
||||
{
|
||||
m_currentSolver->setPerClothWindVelocity( m_clothIdentifier, windVelocity );
|
||||
}
|
||||
|
||||
/**
|
||||
* Set the density of the air in which the cloth is situated.
|
||||
*/
|
||||
void setAirDensity( btScalar density )
|
||||
{
|
||||
m_currentSolver->setPerClothMediumDensity( m_clothIdentifier, static_cast<float>(density) );
|
||||
}
|
||||
|
||||
/**
|
||||
* Add a collision object to this soft body.
|
||||
*/
|
||||
void addCollisionObject( btCollisionObject *collisionObject )
|
||||
{
|
||||
m_currentSolver->addCollisionObjectForSoftBody( m_clothIdentifier, collisionObject );
|
||||
}
|
||||
#endif
|
||||
};
|
||||
|
||||
|
||||
struct CollisionObjectIndices
|
||||
{
|
||||
int firstObject;
|
||||
int endObject;
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
btSoftBodyLinkData m_linkData;
|
||||
btSoftBodyVertexData m_vertexData;
|
||||
btSoftBodyTriangleData m_triangleData;
|
||||
|
||||
protected:
|
||||
|
||||
|
||||
|
||||
|
||||
/** Variable to define whether we need to update solver constants on the next iteration */
|
||||
bool m_updateSolverConstants;
|
||||
@@ -281,7 +283,7 @@ protected:
|
||||
/**
|
||||
* Collision shapes being passed across to the cloths in this solver.
|
||||
*/
|
||||
btAlignedObjectArray< CollisionShapeDescription > m_collisionObjectDetails;
|
||||
btAlignedObjectArray< btCPUCollisionShapeDescription > m_collisionObjectDetails;
|
||||
|
||||
|
||||
void prepareCollisionConstraints();
|
||||
@@ -298,7 +300,10 @@ protected:
|
||||
void applyForces( float solverdt );
|
||||
void integrate( float solverdt );
|
||||
void updateConstants( float timeStep );
|
||||
btAcceleratedSoftBodyInterface *findSoftBodyInterface( const btSoftBody* const softBody );
|
||||
int findSoftBodyIndex( const btSoftBody* const softBody );
|
||||
|
||||
/** Update the bounds of the soft body objects in the solver */
|
||||
void updateBounds();
|
||||
|
||||
|
||||
public:
|
||||
@@ -306,6 +311,12 @@ public:
|
||||
|
||||
virtual ~btCPUSoftBodySolver();
|
||||
|
||||
|
||||
virtual SolverTypes getSolverType() const
|
||||
{
|
||||
return CPU_SOLVER;
|
||||
}
|
||||
|
||||
|
||||
virtual btSoftBodyLinkData &getLinkData();
|
||||
|
||||
@@ -315,16 +326,8 @@ public:
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* Add a collision object to be used by the indicated softbody.
|
||||
*/
|
||||
virtual void addCollisionObjectForSoftBody( int clothIdentifier, btCollisionObject *collisionObject );
|
||||
|
||||
|
||||
|
||||
|
||||
btAcceleratedSoftBodyInterface *findSoftBodyInterface( const btSoftBody* const softBody );
|
||||
const btAcceleratedSoftBodyInterface * const findSoftBodyInterface( const btSoftBody* const softBody ) const;
|
||||
|
||||
|
||||
|
||||
@@ -332,15 +335,36 @@ public:
|
||||
|
||||
virtual void updateSoftBodies( );
|
||||
|
||||
virtual void optimize( btAlignedObjectArray< btSoftBody * > &softBodies );
|
||||
virtual void optimize( btAlignedObjectArray< btSoftBody * > &softBodies , bool forceUpdate=false);
|
||||
|
||||
virtual void copyBackToSoftBodies();
|
||||
|
||||
virtual void solveConstraints( float solverdt );
|
||||
|
||||
virtual void predictMotion( float solverdt );
|
||||
|
||||
virtual void copySoftBodyToVertexBuffer( const btSoftBody *const softBody, btVertexBufferDescriptor *vertexBuffer );
|
||||
virtual void processCollision( btSoftBody *, btCollisionObject* );
|
||||
|
||||
virtual void processCollision( btSoftBody*, btSoftBody *);
|
||||
|
||||
};
|
||||
|
||||
#endif // #ifndef BT_ACCELERATED_SOFT_BODY_CPU_SOLVER_H
|
||||
|
||||
/**
|
||||
* Class to manage movement of data from a solver to a given target.
|
||||
* This version is the CPU to CPU generic version.
|
||||
*/
|
||||
class btSoftBodySolverOutputCPUtoCPU : public btSoftBodySolverOutput
|
||||
{
|
||||
protected:
|
||||
|
||||
public:
|
||||
btSoftBodySolverOutputCPUtoCPU()
|
||||
{
|
||||
}
|
||||
|
||||
/** Output current computed vertex data to the vertex buffers for all cloths in the solver. */
|
||||
virtual void copySoftBodyToVertexBuffer( const btSoftBody * const softBody, btVertexBufferDescriptor *vertexBuffer );
|
||||
};
|
||||
|
||||
#endif // #ifndef BT_ACCELERATED_SOFT_BODY_CPU_SOLVER_H
|
||||
@@ -39,8 +39,11 @@ SET(BulletSoftBodyDX11Solvers_Shaders
|
||||
Integrate
|
||||
UpdatePositions
|
||||
UpdateNodes
|
||||
ComputeBounds
|
||||
SolvePositions
|
||||
SolvePositionsSIMDBatched
|
||||
SolveCollisionsAndUpdateVelocities
|
||||
SolveCollisionsAndUpdateVelocitiesSIMDBatched
|
||||
UpdatePositionsFromVelocities
|
||||
ApplyForces
|
||||
PrepareLinks
|
||||
|
||||
@@ -68,6 +68,9 @@ protected:
|
||||
buffer_desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
|
||||
|
||||
buffer_desc.ByteWidth = m_CPUBuffer->size() * sizeof(ElementType);
|
||||
// At a minimum the buffer must exist
|
||||
if( buffer_desc.ByteWidth == 0 )
|
||||
buffer_desc.ByteWidth = sizeof(ElementType);
|
||||
buffer_desc.StructureByteStride = sizeof(ElementType);
|
||||
hr = m_d3dDevice->CreateBuffer(&buffer_desc, NULL, &m_Buffer);
|
||||
if( FAILED( hr ) )
|
||||
@@ -82,6 +85,8 @@ protected:
|
||||
srvbuffer_desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
|
||||
|
||||
srvbuffer_desc.Buffer.ElementWidth = m_CPUBuffer->size();
|
||||
if( srvbuffer_desc.Buffer.ElementWidth == 0 )
|
||||
srvbuffer_desc.Buffer.ElementWidth = 1;
|
||||
hr = m_d3dDevice->CreateShaderResourceView(m_Buffer, &srvbuffer_desc, &m_SRV);
|
||||
if( FAILED( hr ) )
|
||||
return (hr==S_OK);
|
||||
@@ -93,6 +98,8 @@ protected:
|
||||
srvbuffer_desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
|
||||
|
||||
srvbuffer_desc.Buffer.ElementWidth = m_CPUBuffer->size();
|
||||
if( srvbuffer_desc.Buffer.ElementWidth == 0 )
|
||||
srvbuffer_desc.Buffer.ElementWidth = 1;
|
||||
hr = m_d3dDevice->CreateShaderResourceView(m_Buffer, &srvbuffer_desc, &m_SRV);
|
||||
if( FAILED( hr ) )
|
||||
return (hr==S_OK);
|
||||
@@ -104,6 +111,8 @@ protected:
|
||||
uavbuffer_desc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
|
||||
|
||||
uavbuffer_desc.Buffer.NumElements = m_CPUBuffer->size();
|
||||
if( uavbuffer_desc.Buffer.NumElements == 0 )
|
||||
uavbuffer_desc.Buffer.NumElements = 1;
|
||||
hr = m_d3dDevice->CreateUnorderedAccessView(m_Buffer, &uavbuffer_desc, &m_UAV);
|
||||
if( FAILED( hr ) )
|
||||
return (hr==S_OK);
|
||||
@@ -173,7 +182,8 @@ public:
|
||||
*/
|
||||
bool moveToGPU()
|
||||
{
|
||||
if( (m_CPUBuffer->size() != m_gpuSize) )
|
||||
// Reallocate if GPU size is too small
|
||||
if( (m_CPUBuffer->size() > m_gpuSize ) )
|
||||
m_onGPU = false;
|
||||
if( !m_onGPU && m_CPUBuffer->size() > 0 )
|
||||
{
|
||||
@@ -192,16 +202,20 @@ public:
|
||||
}
|
||||
}
|
||||
|
||||
D3D11_BOX destRegion;
|
||||
destRegion.left = 0;
|
||||
destRegion.front = 0;
|
||||
destRegion.top = 0;
|
||||
destRegion.bottom = 1;
|
||||
destRegion.back = 1;
|
||||
destRegion.right = (m_CPUBuffer->size())*sizeof(ElementType);
|
||||
m_d3dDeviceContext->UpdateSubresource(m_Buffer, 0, &destRegion, &((*m_CPUBuffer)[0]), 0, 0);
|
||||
if( m_gpuSize > 0 )
|
||||
{
|
||||
D3D11_BOX destRegion;
|
||||
destRegion.left = 0;
|
||||
destRegion.front = 0;
|
||||
destRegion.top = 0;
|
||||
destRegion.bottom = 1;
|
||||
destRegion.back = 1;
|
||||
destRegion.right = (m_CPUBuffer->size())*sizeof(ElementType);
|
||||
m_d3dDeviceContext->UpdateSubresource(m_Buffer, 0, &destRegion, &((*m_CPUBuffer)[0]), 0, 0);
|
||||
|
||||
m_onGPU = true;
|
||||
}
|
||||
|
||||
m_onGPU = true;
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
@@ -19,6 +19,7 @@ subject to the following restrictions:
|
||||
#include "btSoftBodySolver_DX11.h"
|
||||
#include "btSoftBodySolverVertexBuffer_DX11.h"
|
||||
#include "BulletSoftBody/btSoftBody.h"
|
||||
#include "BulletCollision/CollisionShapes/btCapsuleShape.h"
|
||||
|
||||
#define MSTRINGIFY(A) #A
|
||||
static char* PrepareLinksHLSLString =
|
||||
@@ -43,6 +44,10 @@ static char* OutputToVertexArrayHLSLString =
|
||||
#include "HLSL/OutputToVertexArray.hlsl"
|
||||
static char* VSolveLinksHLSLString =
|
||||
#include "HLSL/VSolveLinks.hlsl"
|
||||
static char* ComputeBoundsHLSLString =
|
||||
#include "HLSL/ComputeBounds.hlsl"
|
||||
static char* SolveCollisionsAndUpdateVelocitiesHLSLString =
|
||||
#include "HLSL/SolveCollisionsAndUpdateVelocities.hlsl"
|
||||
|
||||
|
||||
btSoftBodyLinkDataDX11::btSoftBodyLinkDataDX11( ID3D11Device *d3dDevice, ID3D11DeviceContext *d3dDeviceContext ) :
|
||||
@@ -545,6 +550,7 @@ void btSoftBodyTriangleDataDX11::generateBatches()
|
||||
btDX11SoftBodySolver::btDX11SoftBodySolver(ID3D11Device * dx11Device, ID3D11DeviceContext* dx11Context) :
|
||||
m_dx11Device( dx11Device ),
|
||||
m_dx11Context( dx11Context ),
|
||||
dxFunctions( m_dx11Device, m_dx11Context ),
|
||||
m_linkData(m_dx11Device, m_dx11Context),
|
||||
m_vertexData(m_dx11Device, m_dx11Context),
|
||||
m_triangleData(m_dx11Device, m_dx11Context),
|
||||
@@ -554,7 +560,12 @@ btDX11SoftBodySolver::btDX11SoftBodySolver(ID3D11Device * dx11Device, ID3D11Devi
|
||||
m_dx11PerClothVelocityCorrectionCoefficient( m_dx11Device, m_dx11Context, &m_perClothVelocityCorrectionCoefficient, true ),
|
||||
m_dx11PerClothLiftFactor( m_dx11Device, m_dx11Context, &m_perClothLiftFactor, true ),
|
||||
m_dx11PerClothDragFactor( m_dx11Device, m_dx11Context, &m_perClothDragFactor, true ),
|
||||
m_dx11PerClothMediumDensity( m_dx11Device, m_dx11Context, &m_perClothMediumDensity, true )
|
||||
m_dx11PerClothMediumDensity( m_dx11Device, m_dx11Context, &m_perClothMediumDensity, true ),
|
||||
m_dx11PerClothCollisionObjects( m_dx11Device, m_dx11Context, &m_perClothCollisionObjects, true ),
|
||||
m_dx11CollisionObjectDetails( m_dx11Device, m_dx11Context, &m_collisionObjectDetails, true ),
|
||||
m_dx11PerClothMinBounds( m_dx11Device, m_dx11Context, &m_perClothMinBounds, false ),
|
||||
m_dx11PerClothMaxBounds( m_dx11Device, m_dx11Context, &m_perClothMaxBounds, false ),
|
||||
m_dx11PerClothFriction( m_dx11Device, m_dx11Context, &m_perClothFriction, false )
|
||||
{
|
||||
// Initial we will clearly need to update solver constants
|
||||
// For now this is global for the cloths linked with this solver - we should probably make this body specific
|
||||
@@ -565,15 +576,20 @@ btDX11SoftBodySolver::btDX11SoftBodySolver(ID3D11Device * dx11Device, ID3D11Devi
|
||||
}
|
||||
|
||||
btDX11SoftBodySolver::~btDX11SoftBodySolver()
|
||||
{
|
||||
releaseKernels();
|
||||
}
|
||||
|
||||
void btDX11SoftBodySolver::releaseKernels()
|
||||
{
|
||||
|
||||
SAFE_RELEASE( prepareLinksKernel.kernel );
|
||||
SAFE_RELEASE( prepareLinksKernel.constBuffer );
|
||||
SAFE_RELEASE( integrateKernel.kernel );
|
||||
SAFE_RELEASE( integrateKernel.constBuffer );
|
||||
SAFE_RELEASE( integrateKernel.kernel );
|
||||
SAFE_RELEASE( prepareLinksKernel.constBuffer );
|
||||
SAFE_RELEASE( prepareLinksKernel.kernel );
|
||||
SAFE_RELEASE( solvePositionsFromLinksKernel.constBuffer );
|
||||
SAFE_RELEASE( solvePositionsFromLinksKernel.kernel );
|
||||
SAFE_RELEASE( vSolveLinksKernel.constBuffer );
|
||||
SAFE_RELEASE( vSolveLinksKernel.kernel );
|
||||
SAFE_RELEASE( updatePositionsFromVelocitiesKernel.constBuffer );
|
||||
SAFE_RELEASE( updatePositionsFromVelocitiesKernel.kernel );
|
||||
SAFE_RELEASE( updateVelocitiesFromPositionsWithoutVelocitiesKernel.constBuffer );
|
||||
@@ -586,27 +602,57 @@ btDX11SoftBodySolver::~btDX11SoftBodySolver()
|
||||
SAFE_RELEASE( normalizeNormalsAndAreasKernel.kernel );
|
||||
SAFE_RELEASE( updateSoftBodiesKernel.constBuffer );
|
||||
SAFE_RELEASE( updateSoftBodiesKernel.kernel );
|
||||
SAFE_RELEASE( outputToVertexArrayWithNormalsKernel.constBuffer );
|
||||
SAFE_RELEASE( outputToVertexArrayWithNormalsKernel.kernel );
|
||||
SAFE_RELEASE( outputToVertexArrayWithoutNormalsKernel.constBuffer );
|
||||
SAFE_RELEASE( outputToVertexArrayWithoutNormalsKernel.kernel );
|
||||
|
||||
SAFE_RELEASE( solveCollisionsAndUpdateVelocitiesKernel.kernel );
|
||||
SAFE_RELEASE( solveCollisionsAndUpdateVelocitiesKernel.constBuffer );
|
||||
SAFE_RELEASE( computeBoundsKernel.kernel );
|
||||
SAFE_RELEASE( computeBoundsKernel.constBuffer );
|
||||
SAFE_RELEASE( vSolveLinksKernel.kernel );
|
||||
SAFE_RELEASE( vSolveLinksKernel.constBuffer );
|
||||
|
||||
SAFE_RELEASE( addVelocityKernel.constBuffer );
|
||||
SAFE_RELEASE( addVelocityKernel.kernel );
|
||||
SAFE_RELEASE( applyForcesKernel.constBuffer );
|
||||
SAFE_RELEASE( applyForcesKernel.kernel );
|
||||
SAFE_RELEASE( outputToVertexArrayKernel.constBuffer );
|
||||
SAFE_RELEASE( outputToVertexArrayKernel.kernel );
|
||||
SAFE_RELEASE( collideCylinderKernel.constBuffer );
|
||||
SAFE_RELEASE( collideCylinderKernel.kernel );
|
||||
|
||||
m_shadersInitialized = false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void btDX11SoftBodySolver::optimize( btAlignedObjectArray< btSoftBody * > &softBodies )
|
||||
void btDX11SoftBodySolver::copyBackToSoftBodies()
|
||||
{
|
||||
if( m_softBodySet.size() != softBodies.size() )
|
||||
// Move the vertex data back to the host first
|
||||
m_vertexData.moveFromAccelerator();
|
||||
|
||||
// Loop over soft bodies, copying all the vertex positions back for each body in turn
|
||||
for( int softBodyIndex = 0; softBodyIndex < m_softBodySet.size(); ++softBodyIndex )
|
||||
{
|
||||
btAcceleratedSoftBodyInterface *softBodyInterface = m_softBodySet[ softBodyIndex ];
|
||||
btSoftBody *softBody = softBodyInterface->getSoftBody();
|
||||
|
||||
int firstVertex = softBodyInterface->getFirstVertex();
|
||||
int numVertices = softBodyInterface->getNumVertices();
|
||||
|
||||
// Copy vertices from solver back into the softbody
|
||||
for( int vertex = 0; vertex < numVertices; ++vertex )
|
||||
{
|
||||
using Vectormath::Aos::Point3;
|
||||
Point3 vertexPosition( getVertexData().getVertexPositions()[firstVertex + vertex] );
|
||||
|
||||
softBody->m_nodes[vertex].m_x.setX( vertexPosition.getX() );
|
||||
softBody->m_nodes[vertex].m_x.setY( vertexPosition.getY() );
|
||||
softBody->m_nodes[vertex].m_x.setZ( vertexPosition.getZ() );
|
||||
|
||||
softBody->m_nodes[vertex].m_n.setX( vertexPosition.getX() );
|
||||
softBody->m_nodes[vertex].m_n.setY( vertexPosition.getY() );
|
||||
softBody->m_nodes[vertex].m_n.setZ( vertexPosition.getZ() );
|
||||
}
|
||||
}
|
||||
} // btDX11SoftBodySolver::copyBackToSoftBodies
|
||||
|
||||
|
||||
void btDX11SoftBodySolver::optimize( btAlignedObjectArray< btSoftBody * > &softBodies, bool forceUpdate )
|
||||
{
|
||||
if( forceUpdate || m_softBodySet.size() != softBodies.size() )
|
||||
{
|
||||
// Have a change in the soft body set so update, reloading all the data
|
||||
getVertexData().clear();
|
||||
@@ -622,7 +668,7 @@ void btDX11SoftBodySolver::optimize( btAlignedObjectArray< btSoftBody * > &softB
|
||||
using Vectormath::Aos::Point3;
|
||||
|
||||
// Create SoftBody that will store the information within the solver
|
||||
btDX11AcceleratedSoftBodyInterface *newSoftBody = new btDX11AcceleratedSoftBodyInterface( softBody );
|
||||
btAcceleratedSoftBodyInterface *newSoftBody = new btAcceleratedSoftBodyInterface( softBody );
|
||||
m_softBodySet.push_back( newSoftBody );
|
||||
|
||||
m_perClothAcceleration.push_back( toVector3(softBody->getWorldInfo()->m_gravity) );
|
||||
@@ -631,6 +677,11 @@ void btDX11SoftBodySolver::optimize( btAlignedObjectArray< btSoftBody * > &softB
|
||||
m_perClothLiftFactor.push_back( softBody->m_cfg.kLF );
|
||||
m_perClothDragFactor.push_back( softBody->m_cfg.kDG );
|
||||
m_perClothMediumDensity.push_back(softBody->getWorldInfo()->air_density);
|
||||
// Simple init values. Actually we'll put 0 and -1 into them at the appropriate time
|
||||
m_perClothMinBounds.push_back( UIntVector3( 0, 0, 0 ) );
|
||||
m_perClothMaxBounds.push_back( UIntVector3( UINT_MAX, UINT_MAX, UINT_MAX ) );
|
||||
m_perClothFriction.push_back( softBody->getFriction() );
|
||||
m_perClothCollisionObjects.push_back( CollisionObjectIndices(-1, -1) );
|
||||
|
||||
// Add space for new vertices and triangles in the default solver for now
|
||||
// TODO: Include space here for tearing too later
|
||||
@@ -738,7 +789,11 @@ btSoftBodyTriangleData &btDX11SoftBodySolver::getTriangleData()
|
||||
|
||||
bool btDX11SoftBodySolver::checkInitialized()
|
||||
{
|
||||
return buildShaders();
|
||||
if( !m_shadersInitialized )
|
||||
if( buildShaders() )
|
||||
m_shadersInitialized = true;
|
||||
|
||||
return m_shadersInitialized;
|
||||
}
|
||||
|
||||
void btDX11SoftBodySolver::resetNormalsAndAreas( int numVertices )
|
||||
@@ -892,6 +947,7 @@ void btDX11SoftBodySolver::updateSoftBodies()
|
||||
|
||||
|
||||
normalizeNormalsAndAreas( numVertices );
|
||||
|
||||
|
||||
} // btDX11SoftBodySolver::updateSoftBodies
|
||||
|
||||
@@ -1046,6 +1102,80 @@ float btDX11SoftBodySolver::computeTriangleArea(
|
||||
return area;
|
||||
} // btDX11SoftBodySolver::computeTriangleArea
|
||||
|
||||
|
||||
void btDX11SoftBodySolver::updateBounds()
|
||||
{
|
||||
using Vectormath::Aos::Point3;
|
||||
// Interpretation structure for float and int
|
||||
|
||||
struct FPRep {
|
||||
unsigned int mantissa : 23;
|
||||
unsigned int exponent : 8;
|
||||
unsigned int sign : 1;
|
||||
};
|
||||
union FloatAsInt
|
||||
{
|
||||
float floatValue;
|
||||
int intValue;
|
||||
unsigned int uintValue;
|
||||
FPRep fpRep;
|
||||
};
|
||||
|
||||
|
||||
// Update bounds array to min and max int values to allow easy atomics
|
||||
for( int softBodyIndex = 0; softBodyIndex < m_softBodySet.size(); ++softBodyIndex )
|
||||
{
|
||||
m_perClothMinBounds[softBodyIndex] = UIntVector3( UINT_MAX, UINT_MAX, UINT_MAX );
|
||||
m_perClothMaxBounds[softBodyIndex] = UIntVector3( 0, 0, 0 );
|
||||
}
|
||||
|
||||
m_dx11PerClothMinBounds.moveToGPU();
|
||||
m_dx11PerClothMaxBounds.moveToGPU();
|
||||
|
||||
|
||||
computeBounds( );
|
||||
|
||||
|
||||
m_dx11PerClothMinBounds.moveFromGPU();
|
||||
m_dx11PerClothMaxBounds.moveFromGPU();
|
||||
|
||||
|
||||
|
||||
for( int softBodyIndex = 0; softBodyIndex < m_softBodySet.size(); ++softBodyIndex )
|
||||
{
|
||||
UIntVector3 minBoundUInt = m_perClothMinBounds[softBodyIndex];
|
||||
UIntVector3 maxBoundUInt = m_perClothMaxBounds[softBodyIndex];
|
||||
|
||||
// Convert back to float
|
||||
FloatAsInt fai;
|
||||
|
||||
btVector3 minBound;
|
||||
fai.uintValue = minBoundUInt.x;
|
||||
fai.uintValue ^= (((fai.uintValue >> 31) - 1) | 0x80000000);
|
||||
minBound.setX( fai.floatValue );
|
||||
fai.uintValue = minBoundUInt.y;
|
||||
fai.uintValue ^= (((fai.uintValue >> 31) - 1) | 0x80000000);
|
||||
minBound.setY( fai.floatValue );
|
||||
fai.uintValue = minBoundUInt.z;
|
||||
fai.uintValue ^= (((fai.uintValue >> 31) - 1) | 0x80000000);
|
||||
minBound.setZ( fai.floatValue );
|
||||
|
||||
btVector3 maxBound;
|
||||
fai.uintValue = maxBoundUInt.x;
|
||||
fai.uintValue ^= (((fai.uintValue >> 31) - 1) | 0x80000000);
|
||||
maxBound.setX( fai.floatValue );
|
||||
fai.uintValue = maxBoundUInt.y;
|
||||
fai.uintValue ^= (((fai.uintValue >> 31) - 1) | 0x80000000);
|
||||
maxBound.setY( fai.floatValue );
|
||||
fai.uintValue = maxBoundUInt.z;
|
||||
fai.uintValue ^= (((fai.uintValue >> 31) - 1) | 0x80000000);
|
||||
maxBound.setZ( fai.floatValue );
|
||||
|
||||
// And finally assign to the soft body
|
||||
m_softBodySet[softBodyIndex]->updateBounds( minBound, maxBound );
|
||||
}
|
||||
}
|
||||
|
||||
void btDX11SoftBodySolver::updateConstants( float timeStep )
|
||||
{
|
||||
using namespace Vectormath::Aos;
|
||||
@@ -1074,6 +1204,59 @@ void btDX11SoftBodySolver::updateConstants( float timeStep )
|
||||
}
|
||||
} // btDX11SoftBodySolver::updateConstants
|
||||
|
||||
/**
|
||||
* Sort the collision object details array and generate indexing into it for the per-cloth collision object array.
|
||||
*/
|
||||
void btDX11SoftBodySolver::prepareCollisionConstraints()
|
||||
{
|
||||
// First do a simple sort on the collision objects
|
||||
btAlignedObjectArray<int> numObjectsPerClothPrefixSum;
|
||||
btAlignedObjectArray<int> numObjectsPerCloth;
|
||||
numObjectsPerCloth.resize( m_softBodySet.size(), 0 );
|
||||
numObjectsPerClothPrefixSum.resize( m_softBodySet.size(), 0 );
|
||||
|
||||
|
||||
class QuickSortCompare
|
||||
{
|
||||
public:
|
||||
|
||||
bool operator() ( const CollisionShapeDescription& a, const CollisionShapeDescription& b )
|
||||
{
|
||||
return ( a.softBodyIdentifier < b.softBodyIdentifier );
|
||||
}
|
||||
};
|
||||
|
||||
QuickSortCompare comparator;
|
||||
m_collisionObjectDetails.quickSort( comparator );
|
||||
|
||||
// Generating indexing for perClothCollisionObjects
|
||||
// First clear the previous values with the "no collision object for cloth" constant
|
||||
for( int clothIndex = 0; clothIndex < m_perClothCollisionObjects.size(); ++clothIndex )
|
||||
{
|
||||
m_perClothCollisionObjects[clothIndex].firstObject = -1;
|
||||
m_perClothCollisionObjects[clothIndex].endObject = -1;
|
||||
}
|
||||
int currentCloth = 0;
|
||||
int startIndex = 0;
|
||||
for( int collisionObject = 0; collisionObject < m_collisionObjectDetails.size(); ++collisionObject )
|
||||
{
|
||||
int nextCloth = m_collisionObjectDetails[collisionObject].softBodyIdentifier;
|
||||
if( nextCloth != currentCloth )
|
||||
{
|
||||
// Changed cloth in the array
|
||||
// Set the end index and the range is what we need for currentCloth
|
||||
m_perClothCollisionObjects[currentCloth].firstObject = startIndex;
|
||||
m_perClothCollisionObjects[currentCloth].endObject = collisionObject;
|
||||
currentCloth = nextCloth;
|
||||
startIndex = collisionObject;
|
||||
}
|
||||
}
|
||||
|
||||
// And update last cloth
|
||||
m_perClothCollisionObjects[currentCloth].firstObject = startIndex;
|
||||
m_perClothCollisionObjects[currentCloth].endObject = m_collisionObjectDetails.size();
|
||||
|
||||
} // btDX11SoftBodySolver::prepareCollisionConstraints
|
||||
|
||||
|
||||
void btDX11SoftBodySolver::solveConstraints( float solverdt )
|
||||
@@ -1115,6 +1298,9 @@ void btDX11SoftBodySolver::solveConstraints( float solverdt )
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
prepareCollisionConstraints();
|
||||
|
||||
// Compute new positions from velocity
|
||||
// Also update the previous position so that our position computation is now based on the new position from the velocity solution
|
||||
// rather than based directly on the original positions
|
||||
@@ -1139,7 +1325,8 @@ void btDX11SoftBodySolver::solveConstraints( float solverdt )
|
||||
|
||||
} // for( int iteration = 0; iteration < m_numberOfPositionIterations ; ++iteration )
|
||||
|
||||
updateVelocitiesFromPositionsWithoutVelocities( 1.f/solverdt );
|
||||
// At this point assume that the force array is blank - we will overwrite it
|
||||
solveCollisionsAndUpdateVelocities( 1.f/solverdt );
|
||||
} // btDX11SoftBodySolver::solveConstraints
|
||||
|
||||
|
||||
@@ -1435,6 +1622,114 @@ void btDX11SoftBodySolver::updateVelocitiesFromPositionsWithoutVelocities( float
|
||||
|
||||
} // btDX11SoftBodySolver::updateVelocitiesFromPositionsWithoutVelocities
|
||||
|
||||
|
||||
void btDX11SoftBodySolver::computeBounds( )
|
||||
{
|
||||
ComputeBoundsCB constBuffer;
|
||||
m_vertexData.moveToAccelerator();
|
||||
|
||||
// Set the first link of the batch
|
||||
// and the batch size
|
||||
constBuffer.numNodes = m_vertexData.getNumVertices();
|
||||
constBuffer.numSoftBodies = m_softBodySet.size();
|
||||
|
||||
D3D11_MAPPED_SUBRESOURCE MappedResource = {0};
|
||||
m_dx11Context->Map( computeBoundsKernel.constBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource );
|
||||
memcpy( MappedResource.pData, &constBuffer, sizeof(ComputeBoundsCB) );
|
||||
m_dx11Context->Unmap( computeBoundsKernel.constBuffer, 0 );
|
||||
m_dx11Context->CSSetConstantBuffers( 0, 1, &computeBoundsKernel.constBuffer );
|
||||
|
||||
// Set resources and dispatch
|
||||
m_dx11Context->CSSetShaderResources( 0, 1, &(m_vertexData.m_dx11ClothIdentifier.getSRV()) );
|
||||
m_dx11Context->CSSetShaderResources( 1, 1, &(m_vertexData.m_dx11VertexPosition.getSRV()) );
|
||||
|
||||
m_dx11Context->CSSetUnorderedAccessViews( 0, 1, &(m_dx11PerClothMinBounds.getUAV()), NULL );
|
||||
m_dx11Context->CSSetUnorderedAccessViews( 1, 1, &(m_dx11PerClothMaxBounds.getUAV()), NULL );
|
||||
|
||||
// Execute the kernel
|
||||
m_dx11Context->CSSetShader( computeBoundsKernel.kernel, NULL, 0 );
|
||||
|
||||
int numBlocks = (constBuffer.numNodes + (128-1)) / 128;
|
||||
m_dx11Context->Dispatch(numBlocks , 1, 1 );
|
||||
|
||||
{
|
||||
// Tidy up
|
||||
ID3D11ShaderResourceView* pViewNULL = NULL;
|
||||
m_dx11Context->CSSetShaderResources( 0, 1, &pViewNULL );
|
||||
m_dx11Context->CSSetShaderResources( 1, 1, &pViewNULL );
|
||||
|
||||
ID3D11UnorderedAccessView* pUAViewNULL = NULL;
|
||||
m_dx11Context->CSSetUnorderedAccessViews( 0, 1, &pUAViewNULL, NULL );
|
||||
m_dx11Context->CSSetUnorderedAccessViews( 1, 1, &pUAViewNULL, NULL );
|
||||
|
||||
ID3D11Buffer *pBufferNull = NULL;
|
||||
m_dx11Context->CSSetConstantBuffers( 0, 1, &pBufferNull );
|
||||
}
|
||||
}
|
||||
|
||||
void btDX11SoftBodySolver::solveCollisionsAndUpdateVelocities( float isolverdt )
|
||||
{
|
||||
|
||||
// Copy kernel parameters to GPU
|
||||
m_vertexData.moveToAccelerator();
|
||||
m_dx11PerClothFriction.moveToGPU();
|
||||
m_dx11PerClothDampingFactor.moveToGPU();
|
||||
m_dx11PerClothCollisionObjects.moveToGPU();
|
||||
m_dx11CollisionObjectDetails.moveToGPU();
|
||||
|
||||
SolveCollisionsAndUpdateVelocitiesCB constBuffer;
|
||||
|
||||
// Set the first link of the batch
|
||||
// and the batch size
|
||||
constBuffer.numNodes = m_vertexData.getNumVertices();
|
||||
constBuffer.isolverdt = isolverdt;
|
||||
|
||||
|
||||
D3D11_MAPPED_SUBRESOURCE MappedResource = {0};
|
||||
m_dx11Context->Map( solveCollisionsAndUpdateVelocitiesKernel.constBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource );
|
||||
memcpy( MappedResource.pData, &constBuffer, sizeof(SolveCollisionsAndUpdateVelocitiesCB) );
|
||||
m_dx11Context->Unmap( solveCollisionsAndUpdateVelocitiesKernel.constBuffer, 0 );
|
||||
m_dx11Context->CSSetConstantBuffers( 0, 1, &solveCollisionsAndUpdateVelocitiesKernel.constBuffer );
|
||||
|
||||
// Set resources and dispatch
|
||||
m_dx11Context->CSSetShaderResources( 0, 1, &(m_vertexData.m_dx11ClothIdentifier.getSRV()) );
|
||||
m_dx11Context->CSSetShaderResources( 1, 1, &(m_vertexData.m_dx11VertexPreviousPosition.getSRV()) );
|
||||
m_dx11Context->CSSetShaderResources( 2, 1, &(m_dx11PerClothFriction.getSRV()) );
|
||||
m_dx11Context->CSSetShaderResources( 3, 1, &(m_dx11PerClothDampingFactor.getSRV()) );
|
||||
m_dx11Context->CSSetShaderResources( 4, 1, &(m_dx11PerClothCollisionObjects.getSRV()) );
|
||||
m_dx11Context->CSSetShaderResources( 5, 1, &(m_dx11CollisionObjectDetails.getSRV()) );
|
||||
|
||||
m_dx11Context->CSSetUnorderedAccessViews( 0, 1, &(m_vertexData.m_dx11VertexForceAccumulator.getUAV()), NULL );
|
||||
m_dx11Context->CSSetUnorderedAccessViews( 1, 1, &(m_vertexData.m_dx11VertexVelocity.getUAV()), NULL );
|
||||
m_dx11Context->CSSetUnorderedAccessViews( 2, 1, &(m_vertexData.m_dx11VertexPosition.getUAV()), NULL );
|
||||
|
||||
// Execute the kernel
|
||||
m_dx11Context->CSSetShader( solveCollisionsAndUpdateVelocitiesKernel.kernel, NULL, 0 );
|
||||
|
||||
int numBlocks = (constBuffer.numNodes + (128-1)) / 128;
|
||||
m_dx11Context->Dispatch(numBlocks , 1, 1 );
|
||||
|
||||
{
|
||||
// Tidy up
|
||||
ID3D11ShaderResourceView* pViewNULL = NULL;
|
||||
m_dx11Context->CSSetShaderResources( 0, 1, &pViewNULL );
|
||||
m_dx11Context->CSSetShaderResources( 1, 1, &pViewNULL );
|
||||
m_dx11Context->CSSetShaderResources( 2, 1, &pViewNULL );
|
||||
m_dx11Context->CSSetShaderResources( 3, 1, &pViewNULL );
|
||||
m_dx11Context->CSSetShaderResources( 4, 1, &pViewNULL );
|
||||
m_dx11Context->CSSetShaderResources( 5, 1, &pViewNULL );
|
||||
|
||||
ID3D11UnorderedAccessView* pUAViewNULL = NULL;
|
||||
m_dx11Context->CSSetUnorderedAccessViews( 0, 1, &pUAViewNULL, NULL );
|
||||
m_dx11Context->CSSetUnorderedAccessViews( 1, 1, &pUAViewNULL, NULL );
|
||||
m_dx11Context->CSSetUnorderedAccessViews( 2, 1, &pUAViewNULL, NULL );
|
||||
|
||||
ID3D11Buffer *pBufferNull = NULL;
|
||||
m_dx11Context->CSSetConstantBuffers( 0, 1, &pBufferNull );
|
||||
}
|
||||
|
||||
} // btDX11SoftBodySolver::solveCollisionsAndUpdateVelocities
|
||||
|
||||
// End kernel dispatches
|
||||
/////////////////////////////////////
|
||||
|
||||
@@ -1451,23 +1746,51 @@ void btDX11SoftBodySolver::updateVelocitiesFromPositionsWithoutVelocities( float
|
||||
|
||||
|
||||
|
||||
btDX11AcceleratedSoftBodyInterface *btDX11SoftBodySolver::findSoftBodyInterface( const btSoftBody* const softBody )
|
||||
btDX11SoftBodySolver::btAcceleratedSoftBodyInterface *btDX11SoftBodySolver::findSoftBodyInterface( const btSoftBody* const softBody )
|
||||
{
|
||||
for( int softBodyIndex = 0; softBodyIndex < m_softBodySet.size(); ++softBodyIndex )
|
||||
{
|
||||
btDX11AcceleratedSoftBodyInterface *softBodyInterface = m_softBodySet[softBodyIndex];
|
||||
btAcceleratedSoftBodyInterface *softBodyInterface = m_softBodySet[softBodyIndex];
|
||||
if( softBodyInterface->getSoftBody() == softBody )
|
||||
return softBodyInterface;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
void btDX11SoftBodySolver::copySoftBodyToVertexBuffer( const btSoftBody * const softBody, btVertexBufferDescriptor *vertexBuffer )
|
||||
const btDX11SoftBodySolver::btAcceleratedSoftBodyInterface * const btDX11SoftBodySolver::findSoftBodyInterface( const btSoftBody* const softBody ) const
|
||||
{
|
||||
checkInitialized();
|
||||
|
||||
btDX11AcceleratedSoftBodyInterface *currentCloth = findSoftBodyInterface( softBody );
|
||||
for( int softBodyIndex = 0; softBodyIndex < m_softBodySet.size(); ++softBodyIndex )
|
||||
{
|
||||
btAcceleratedSoftBodyInterface *softBodyInterface = m_softBodySet[softBodyIndex];
|
||||
if( softBodyInterface->getSoftBody() == softBody )
|
||||
return softBodyInterface;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
int btDX11SoftBodySolver::findSoftBodyIndex( const btSoftBody* const softBody )
|
||||
{
|
||||
for( int softBodyIndex = 0; softBodyIndex < m_softBodySet.size(); ++softBodyIndex )
|
||||
{
|
||||
btAcceleratedSoftBodyInterface *softBodyInterface = m_softBodySet[softBodyIndex];
|
||||
if( softBodyInterface->getSoftBody() == softBody )
|
||||
return softBodyIndex;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
void btSoftBodySolverOutputDXtoCPU::copySoftBodyToVertexBuffer( const btSoftBody * const softBody, btVertexBufferDescriptor *vertexBuffer )
|
||||
{
|
||||
|
||||
|
||||
btSoftBodySolver *solver = softBody->getSoftBodySolver();
|
||||
btAssert( solver->getSolverType() == btSoftBodySolver::DX_SOLVER || solver->getSolverType() == btSoftBodySolver::DX_SIMD_SOLVER );
|
||||
btDX11SoftBodySolver *dxSolver = static_cast< btDX11SoftBodySolver * >( solver );
|
||||
|
||||
btDX11SoftBodySolver::btAcceleratedSoftBodyInterface * currentCloth = dxSolver->findSoftBodyInterface( softBody );
|
||||
btSoftBodyVertexDataDX11 &vertexData( dxSolver->m_vertexData );
|
||||
|
||||
|
||||
const int firstVertex = currentCloth->getFirstVertex();
|
||||
const int lastVertex = firstVertex + currentCloth->getNumVertices();
|
||||
@@ -1475,8 +1798,8 @@ void btDX11SoftBodySolver::copySoftBodyToVertexBuffer( const btSoftBody * const
|
||||
if( vertexBuffer->getBufferType() == btVertexBufferDescriptor::CPU_BUFFER )
|
||||
{
|
||||
// If we're doing a CPU-buffer copy must copy the data back to the host first
|
||||
m_vertexData.m_dx11VertexPosition.copyFromGPU();
|
||||
m_vertexData.m_dx11VertexNormal.copyFromGPU();
|
||||
vertexData.m_dx11VertexPosition.copyFromGPU();
|
||||
vertexData.m_dx11VertexNormal.copyFromGPU();
|
||||
|
||||
const int firstVertex = currentCloth->getFirstVertex();
|
||||
const int lastVertex = firstVertex + currentCloth->getNumVertices();
|
||||
@@ -1491,7 +1814,7 @@ void btDX11SoftBodySolver::copySoftBodyToVertexBuffer( const btSoftBody * const
|
||||
|
||||
for( int vertexIndex = firstVertex; vertexIndex < lastVertex; ++vertexIndex )
|
||||
{
|
||||
Vectormath::Aos::Point3 position = m_vertexData.getPosition(vertexIndex);
|
||||
Vectormath::Aos::Point3 position = vertexData.getPosition(vertexIndex);
|
||||
*(vertexPointer + 0) = position.getX();
|
||||
*(vertexPointer + 1) = position.getY();
|
||||
*(vertexPointer + 2) = position.getZ();
|
||||
@@ -1506,13 +1829,82 @@ void btDX11SoftBodySolver::copySoftBodyToVertexBuffer( const btSoftBody * const
|
||||
|
||||
for( int vertexIndex = firstVertex; vertexIndex < lastVertex; ++vertexIndex )
|
||||
{
|
||||
Vectormath::Aos::Vector3 normal = m_vertexData.getNormal(vertexIndex);
|
||||
Vectormath::Aos::Vector3 normal = vertexData.getNormal(vertexIndex);
|
||||
*(normalPointer + 0) = normal.getX();
|
||||
*(normalPointer + 1) = normal.getY();
|
||||
*(normalPointer + 2) = normal.getZ();
|
||||
normalPointer += normalStride;
|
||||
}
|
||||
}
|
||||
}
|
||||
} // btDX11SoftBodySolver::outputToVertexBuffers
|
||||
|
||||
|
||||
|
||||
bool btSoftBodySolverOutputDXtoDX::checkInitialized()
|
||||
{
|
||||
if( !m_shadersInitialized )
|
||||
if( buildShaders() )
|
||||
m_shadersInitialized = true;
|
||||
|
||||
return m_shadersInitialized;
|
||||
}
|
||||
|
||||
void btSoftBodySolverOutputDXtoDX::releaseKernels()
|
||||
{
|
||||
SAFE_RELEASE( outputToVertexArrayWithNormalsKernel.constBuffer );
|
||||
SAFE_RELEASE( outputToVertexArrayWithNormalsKernel.kernel );
|
||||
SAFE_RELEASE( outputToVertexArrayWithoutNormalsKernel.constBuffer );
|
||||
SAFE_RELEASE( outputToVertexArrayWithoutNormalsKernel.kernel );
|
||||
|
||||
m_shadersInitialized = false;
|
||||
}
|
||||
|
||||
|
||||
bool btSoftBodySolverOutputDXtoDX::buildShaders()
|
||||
{
|
||||
// Ensure current kernels are released first
|
||||
releaseKernels();
|
||||
|
||||
bool returnVal = true;
|
||||
|
||||
if( m_shadersInitialized )
|
||||
return true;
|
||||
|
||||
|
||||
outputToVertexArrayWithNormalsKernel = dxFunctions.compileComputeShaderFromString( OutputToVertexArrayHLSLString, "OutputToVertexArrayWithNormalsKernel", sizeof(OutputToVertexArrayCB) );
|
||||
if( !outputToVertexArrayWithNormalsKernel.constBuffer)
|
||||
returnVal = false;
|
||||
outputToVertexArrayWithoutNormalsKernel = dxFunctions.compileComputeShaderFromString( OutputToVertexArrayHLSLString, "OutputToVertexArrayWithoutNormalsKernel", sizeof(OutputToVertexArrayCB) );
|
||||
if( !outputToVertexArrayWithoutNormalsKernel.constBuffer )
|
||||
returnVal = false;
|
||||
|
||||
|
||||
if( returnVal )
|
||||
m_shadersInitialized = true;
|
||||
|
||||
return returnVal;
|
||||
}
|
||||
|
||||
|
||||
void btSoftBodySolverOutputDXtoDX::copySoftBodyToVertexBuffer( const btSoftBody * const softBody, btVertexBufferDescriptor *vertexBuffer )
|
||||
{
|
||||
|
||||
|
||||
btSoftBodySolver *solver = softBody->getSoftBodySolver();
|
||||
btAssert( solver->getSolverType() == btSoftBodySolver::DX_SOLVER || solver->getSolverType() == btSoftBodySolver::DX_SIMD_SOLVER );
|
||||
btDX11SoftBodySolver *dxSolver = static_cast< btDX11SoftBodySolver * >( solver );
|
||||
checkInitialized();
|
||||
btDX11SoftBodySolver::btAcceleratedSoftBodyInterface * currentCloth = dxSolver->findSoftBodyInterface( softBody );
|
||||
btSoftBodyVertexDataDX11 &vertexData( dxSolver->m_vertexData );
|
||||
|
||||
|
||||
const int firstVertex = currentCloth->getFirstVertex();
|
||||
const int lastVertex = firstVertex + currentCloth->getNumVertices();
|
||||
|
||||
if( vertexBuffer->getBufferType() == btVertexBufferDescriptor::CPU_BUFFER )
|
||||
{
|
||||
btSoftBodySolverOutputDXtoDX::copySoftBodyToVertexBuffer( softBody, vertexBuffer );
|
||||
} else if( vertexBuffer->getBufferType() == btVertexBufferDescriptor::DX11_BUFFER )
|
||||
{
|
||||
// Do a DX11 copy shader DX to DX copy
|
||||
@@ -1539,86 +1931,43 @@ void btDX11SoftBodySolver::copySoftBodyToVertexBuffer( const btSoftBody * const
|
||||
|
||||
// TODO: factor this out. Number of nodes is static and sdt might be, too, we can update this just once on setup
|
||||
D3D11_MAPPED_SUBRESOURCE MappedResource = {0};
|
||||
m_dx11Context->Map( outputToVertexArrayConstBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource );
|
||||
dxFunctions.m_dx11Context->Map( outputToVertexArrayConstBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource );
|
||||
memcpy( MappedResource.pData, &constBuffer, sizeof(OutputToVertexArrayCB) );
|
||||
m_dx11Context->Unmap( outputToVertexArrayConstBuffer, 0 );
|
||||
m_dx11Context->CSSetConstantBuffers( 0, 1, &outputToVertexArrayConstBuffer );
|
||||
dxFunctions.m_dx11Context->Unmap( outputToVertexArrayConstBuffer, 0 );
|
||||
dxFunctions.m_dx11Context->CSSetConstantBuffers( 0, 1, &outputToVertexArrayConstBuffer );
|
||||
|
||||
// Set resources and dispatch
|
||||
m_dx11Context->CSSetShaderResources( 0, 1, &(m_vertexData.m_dx11VertexPosition.getSRV()) );
|
||||
m_dx11Context->CSSetShaderResources( 1, 1, &(m_vertexData.m_dx11VertexNormal.getSRV()) );
|
||||
dxFunctions.m_dx11Context->CSSetShaderResources( 0, 1, &(vertexData.m_dx11VertexPosition.getSRV()) );
|
||||
dxFunctions.m_dx11Context->CSSetShaderResources( 1, 1, &(vertexData.m_dx11VertexNormal.getSRV()) );
|
||||
|
||||
ID3D11UnorderedAccessView* dx11UAV = dx11VertexBuffer->getDX11UAV();
|
||||
m_dx11Context->CSSetUnorderedAccessViews( 0, 1, &(dx11UAV), NULL );
|
||||
dxFunctions.m_dx11Context->CSSetUnorderedAccessViews( 0, 1, &(dx11UAV), NULL );
|
||||
|
||||
// Execute the kernel
|
||||
m_dx11Context->CSSetShader( outputToVertexArrayShader, NULL, 0 );
|
||||
dxFunctions.m_dx11Context->CSSetShader( outputToVertexArrayShader, NULL, 0 );
|
||||
|
||||
int numBlocks = (constBuffer.numNodes + (128-1)) / 128;
|
||||
m_dx11Context->Dispatch(numBlocks, 1, 1 );
|
||||
dxFunctions.m_dx11Context->Dispatch(numBlocks, 1, 1 );
|
||||
|
||||
{
|
||||
// Tidy up
|
||||
ID3D11ShaderResourceView* pViewNULL = NULL;
|
||||
m_dx11Context->CSSetShaderResources( 0, 1, &pViewNULL );
|
||||
m_dx11Context->CSSetShaderResources( 1, 1, &pViewNULL );
|
||||
dxFunctions.m_dx11Context->CSSetShaderResources( 0, 1, &pViewNULL );
|
||||
dxFunctions.m_dx11Context->CSSetShaderResources( 1, 1, &pViewNULL );
|
||||
|
||||
ID3D11UnorderedAccessView* pUAViewNULL = NULL;
|
||||
m_dx11Context->CSSetUnorderedAccessViews( 0, 1, &pUAViewNULL, NULL );
|
||||
dxFunctions.m_dx11Context->CSSetUnorderedAccessViews( 0, 1, &pUAViewNULL, NULL );
|
||||
|
||||
ID3D11Buffer *pBufferNull = NULL;
|
||||
m_dx11Context->CSSetConstantBuffers( 0, 1, &pBufferNull );
|
||||
dxFunctions.m_dx11Context->CSSetConstantBuffers( 0, 1, &pBufferNull );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
if( vertexBuffer->getBufferType() == btVertexBufferDescriptor::CPU_BUFFER )
|
||||
{
|
||||
const int firstVertex = currentCloth->getFirstVertex();
|
||||
const int lastVertex = firstVertex + currentCloth->getNumVertices();
|
||||
const btCPUVertexBufferDescriptor *cpuVertexBuffer = static_cast< btCPUVertexBufferDescriptor* >(vertexBuffer);
|
||||
float *basePointer = cpuVertexBuffer->getBasePointer();
|
||||
|
||||
if( vertexBuffer->hasVertexPositions() )
|
||||
{
|
||||
const int vertexOffset = cpuVertexBuffer->getVertexOffset();
|
||||
const int vertexStride = cpuVertexBuffer->getVertexStride();
|
||||
float *vertexPointer = basePointer + vertexOffset;
|
||||
|
||||
for( int vertexIndex = firstVertex; vertexIndex < lastVertex; ++vertexIndex )
|
||||
{
|
||||
Vectormath::Aos::Point3 position = m_vertexData.getPosition(vertexIndex);
|
||||
*(vertexPointer + 0) = position.getX();
|
||||
*(vertexPointer + 1) = position.getY();
|
||||
*(vertexPointer + 2) = position.getZ();
|
||||
vertexPointer += vertexStride;
|
||||
}
|
||||
}
|
||||
if( vertexBuffer->hasNormals() )
|
||||
{
|
||||
const int normalOffset = cpuVertexBuffer->getNormalOffset();
|
||||
const int normalStride = cpuVertexBuffer->getNormalStride();
|
||||
float *normalPointer = basePointer + normalOffset;
|
||||
|
||||
for( int vertexIndex = firstVertex; vertexIndex < lastVertex; ++vertexIndex )
|
||||
{
|
||||
Vectormath::Aos::Vector3 normal = m_vertexData.getNormal(vertexIndex);
|
||||
*(normalPointer + 0) = normal.getX();
|
||||
*(normalPointer + 1) = normal.getY();
|
||||
*(normalPointer + 2) = normal.getZ();
|
||||
normalPointer += normalStride;
|
||||
}
|
||||
}
|
||||
}
|
||||
} // btDX11SoftBodySolver::outputToVertexBuffers
|
||||
|
||||
|
||||
|
||||
|
||||
btDX11SoftBodySolver::KernelDesc btDX11SoftBodySolver::compileComputeShaderFromString( const char* shaderString, const char* shaderName, int constBufferSize )
|
||||
DXFunctions::KernelDesc DXFunctions::compileComputeShaderFromString( const char* shaderString, const char* shaderName, int constBufferSize, D3D10_SHADER_MACRO *compileMacros )
|
||||
{
|
||||
const char *cs5String = "cs_5_0";
|
||||
|
||||
@@ -1626,12 +1975,12 @@ btDX11SoftBodySolver::KernelDesc btDX11SoftBodySolver::compileComputeShaderFromS
|
||||
ID3DBlob* pErrorBlob = NULL;
|
||||
ID3DBlob* pBlob = NULL;
|
||||
ID3D11ComputeShader* kernelPointer = 0;
|
||||
|
||||
|
||||
hr = D3DX11CompileFromMemory(
|
||||
shaderString,
|
||||
strlen(shaderString),
|
||||
shaderName, // file name
|
||||
NULL,
|
||||
shaderName,
|
||||
compileMacros,
|
||||
NULL,
|
||||
shaderName,
|
||||
cs5String,
|
||||
@@ -1647,13 +1996,14 @@ btDX11SoftBodySolver::KernelDesc btDX11SoftBodySolver::compileComputeShaderFromS
|
||||
{
|
||||
if( pErrorBlob ) {
|
||||
btAssert( "Compilation of compute shader failed\n" );
|
||||
//OutputDebugStringA( (char*)pErrorBlob->GetBufferPointer() );
|
||||
char *debugString = (char*)pErrorBlob->GetBufferPointer();
|
||||
OutputDebugStringA( debugString );
|
||||
}
|
||||
|
||||
SAFE_RELEASE( pErrorBlob );
|
||||
SAFE_RELEASE( pBlob );
|
||||
|
||||
btDX11SoftBodySolver::KernelDesc descriptor;
|
||||
DXFunctions::KernelDesc descriptor;
|
||||
descriptor.kernel = 0;
|
||||
descriptor.constBuffer = 0;
|
||||
return descriptor;
|
||||
@@ -1663,7 +2013,7 @@ btDX11SoftBodySolver::KernelDesc btDX11SoftBodySolver::compileComputeShaderFromS
|
||||
hr = m_dx11Device->CreateComputeShader( pBlob->GetBufferPointer(), pBlob->GetBufferSize(), NULL, &kernelPointer );
|
||||
if( FAILED( hr ) )
|
||||
{
|
||||
btDX11SoftBodySolver::KernelDesc descriptor;
|
||||
DXFunctions::KernelDesc descriptor;
|
||||
descriptor.kernel = 0;
|
||||
descriptor.constBuffer = 0;
|
||||
return descriptor;
|
||||
@@ -1692,60 +2042,65 @@ btDX11SoftBodySolver::KernelDesc btDX11SoftBodySolver::compileComputeShaderFromS
|
||||
SAFE_RELEASE( pErrorBlob );
|
||||
SAFE_RELEASE( pBlob );
|
||||
|
||||
btDX11SoftBodySolver::KernelDesc descriptor;
|
||||
DXFunctions::KernelDesc descriptor;
|
||||
descriptor.kernel = kernelPointer;
|
||||
descriptor.constBuffer = constBuffer;
|
||||
return descriptor;
|
||||
} // compileComputeShader
|
||||
|
||||
|
||||
|
||||
bool btDX11SoftBodySolver::buildShaders()
|
||||
{
|
||||
// Ensure current kernels are released first
|
||||
releaseKernels();
|
||||
|
||||
bool returnVal = true;
|
||||
|
||||
if( m_shadersInitialized )
|
||||
return true;
|
||||
|
||||
prepareLinksKernel = compileComputeShaderFromString( PrepareLinksHLSLString, "PrepareLinksKernel", sizeof(PrepareLinksCB) );
|
||||
prepareLinksKernel = dxFunctions.compileComputeShaderFromString( PrepareLinksHLSLString, "PrepareLinksKernel", sizeof(PrepareLinksCB) );
|
||||
if( !prepareLinksKernel.constBuffer )
|
||||
returnVal = false;
|
||||
updatePositionsFromVelocitiesKernel = compileComputeShaderFromString( UpdatePositionsFromVelocitiesHLSLString, "UpdatePositionsFromVelocitiesKernel", sizeof(UpdatePositionsFromVelocitiesCB) );
|
||||
updatePositionsFromVelocitiesKernel = dxFunctions.compileComputeShaderFromString( UpdatePositionsFromVelocitiesHLSLString, "UpdatePositionsFromVelocitiesKernel", sizeof(UpdatePositionsFromVelocitiesCB) );
|
||||
if( !updatePositionsFromVelocitiesKernel.constBuffer )
|
||||
returnVal = false;
|
||||
solvePositionsFromLinksKernel = compileComputeShaderFromString( SolvePositionsHLSLString, "SolvePositionsFromLinksKernel", sizeof(SolvePositionsFromLinksKernelCB) );
|
||||
solvePositionsFromLinksKernel = dxFunctions.compileComputeShaderFromString( SolvePositionsHLSLString, "SolvePositionsFromLinksKernel", sizeof(SolvePositionsFromLinksKernelCB) );
|
||||
if( !updatePositionsFromVelocitiesKernel.constBuffer )
|
||||
returnVal = false;
|
||||
vSolveLinksKernel = compileComputeShaderFromString( VSolveLinksHLSLString, "VSolveLinksKernel", sizeof(VSolveLinksCB) );
|
||||
vSolveLinksKernel = dxFunctions.compileComputeShaderFromString( VSolveLinksHLSLString, "VSolveLinksKernel", sizeof(VSolveLinksCB) );
|
||||
if( !vSolveLinksKernel.constBuffer )
|
||||
returnVal = false;
|
||||
updateVelocitiesFromPositionsWithVelocitiesKernel = compileComputeShaderFromString( UpdateNodesHLSLString, "updateVelocitiesFromPositionsWithVelocitiesKernel", sizeof(UpdateVelocitiesFromPositionsWithVelocitiesCB) );
|
||||
updateVelocitiesFromPositionsWithVelocitiesKernel = dxFunctions.compileComputeShaderFromString( UpdateNodesHLSLString, "updateVelocitiesFromPositionsWithVelocitiesKernel", sizeof(UpdateVelocitiesFromPositionsWithVelocitiesCB) );
|
||||
if( !updateVelocitiesFromPositionsWithVelocitiesKernel.constBuffer )
|
||||
returnVal = false;
|
||||
updateVelocitiesFromPositionsWithoutVelocitiesKernel = compileComputeShaderFromString( UpdatePositionsHLSLString, "updateVelocitiesFromPositionsWithoutVelocitiesKernel", sizeof(UpdateVelocitiesFromPositionsWithoutVelocitiesCB) );
|
||||
updateVelocitiesFromPositionsWithoutVelocitiesKernel = dxFunctions.compileComputeShaderFromString( UpdatePositionsHLSLString, "updateVelocitiesFromPositionsWithoutVelocitiesKernel", sizeof(UpdateVelocitiesFromPositionsWithoutVelocitiesCB) );
|
||||
if( !updateVelocitiesFromPositionsWithoutVelocitiesKernel.constBuffer )
|
||||
returnVal = false;
|
||||
integrateKernel = compileComputeShaderFromString( IntegrateHLSLString, "IntegrateKernel", sizeof(IntegrateCB) );
|
||||
integrateKernel = dxFunctions.compileComputeShaderFromString( IntegrateHLSLString, "IntegrateKernel", sizeof(IntegrateCB) );
|
||||
if( !integrateKernel.constBuffer )
|
||||
returnVal = false;
|
||||
applyForcesKernel = compileComputeShaderFromString( ApplyForcesHLSLString, "ApplyForcesKernel", sizeof(ApplyForcesCB) );
|
||||
applyForcesKernel = dxFunctions.compileComputeShaderFromString( ApplyForcesHLSLString, "ApplyForcesKernel", sizeof(ApplyForcesCB) );
|
||||
if( !applyForcesKernel.constBuffer )
|
||||
returnVal = false;
|
||||
solveCollisionsAndUpdateVelocitiesKernel = dxFunctions.compileComputeShaderFromString( SolveCollisionsAndUpdateVelocitiesHLSLString, "SolveCollisionsAndUpdateVelocitiesKernel", sizeof(SolveCollisionsAndUpdateVelocitiesCB) );
|
||||
if( !solveCollisionsAndUpdateVelocitiesKernel.constBuffer )
|
||||
returnVal = false;
|
||||
|
||||
// TODO: Rename to UpdateSoftBodies
|
||||
resetNormalsAndAreasKernel = compileComputeShaderFromString( UpdateNormalsHLSLString, "ResetNormalsAndAreasKernel", sizeof(UpdateSoftBodiesCB) );
|
||||
resetNormalsAndAreasKernel = dxFunctions.compileComputeShaderFromString( UpdateNormalsHLSLString, "ResetNormalsAndAreasKernel", sizeof(UpdateSoftBodiesCB) );
|
||||
if( !resetNormalsAndAreasKernel.constBuffer )
|
||||
returnVal = false;
|
||||
normalizeNormalsAndAreasKernel = compileComputeShaderFromString( UpdateNormalsHLSLString, "NormalizeNormalsAndAreasKernel", sizeof(UpdateSoftBodiesCB) );
|
||||
normalizeNormalsAndAreasKernel = dxFunctions.compileComputeShaderFromString( UpdateNormalsHLSLString, "NormalizeNormalsAndAreasKernel", sizeof(UpdateSoftBodiesCB) );
|
||||
if( !normalizeNormalsAndAreasKernel.constBuffer )
|
||||
returnVal = false;
|
||||
updateSoftBodiesKernel = compileComputeShaderFromString( UpdateNormalsHLSLString, "UpdateSoftBodiesKernel", sizeof(UpdateSoftBodiesCB) );
|
||||
updateSoftBodiesKernel = dxFunctions.compileComputeShaderFromString( UpdateNormalsHLSLString, "UpdateSoftBodiesKernel", sizeof(UpdateSoftBodiesCB) );
|
||||
if( !updateSoftBodiesKernel.constBuffer )
|
||||
returnVal = false;
|
||||
outputToVertexArrayWithNormalsKernel = compileComputeShaderFromString( OutputToVertexArrayHLSLString, "OutputToVertexArrayWithNormalsKernel", sizeof(OutputToVertexArrayCB) );
|
||||
if( !outputToVertexArrayWithNormalsKernel.constBuffer )
|
||||
returnVal = false;
|
||||
outputToVertexArrayWithoutNormalsKernel = compileComputeShaderFromString( OutputToVertexArrayHLSLString, "OutputToVertexArrayWithoutNormalsKernel", sizeof(OutputToVertexArrayCB) );
|
||||
if( !outputToVertexArrayWithoutNormalsKernel.constBuffer )
|
||||
|
||||
computeBoundsKernel = dxFunctions.compileComputeShaderFromString( ComputeBoundsHLSLString, "ComputeBoundsKernel", sizeof(ComputeBoundsCB) );
|
||||
if( !computeBoundsKernel.constBuffer )
|
||||
returnVal = false;
|
||||
|
||||
|
||||
@@ -1757,8 +2112,76 @@ bool btDX11SoftBodySolver::buildShaders()
|
||||
}
|
||||
|
||||
|
||||
static Vectormath::Aos::Transform3 toTransform3( const btTransform &transform )
|
||||
{
|
||||
Vectormath::Aos::Transform3 outTransform;
|
||||
outTransform.setCol(0, toVector3(transform.getBasis().getColumn(0)));
|
||||
outTransform.setCol(1, toVector3(transform.getBasis().getColumn(1)));
|
||||
outTransform.setCol(2, toVector3(transform.getBasis().getColumn(2)));
|
||||
outTransform.setCol(3, toVector3(transform.getOrigin()));
|
||||
return outTransform;
|
||||
}
|
||||
|
||||
|
||||
void btDX11SoftBodySolver::btAcceleratedSoftBodyInterface::updateBounds( const btVector3 &lowerBound, const btVector3 &upperBound )
|
||||
{
|
||||
float scalarMargin = this->getSoftBody()->getCollisionShape()->getMargin();
|
||||
btVector3 vectorMargin( scalarMargin, scalarMargin, scalarMargin );
|
||||
m_softBody->m_bounds[0] = lowerBound - vectorMargin;
|
||||
m_softBody->m_bounds[1] = upperBound + vectorMargin;
|
||||
}
|
||||
|
||||
void btDX11SoftBodySolver::processCollision( btSoftBody*, btSoftBody* )
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Add the collision object to the set to deal with for a particular soft body
|
||||
void btDX11SoftBodySolver::processCollision( btSoftBody *softBody, btCollisionObject* collisionObject )
|
||||
{
|
||||
int softBodyIndex = findSoftBodyIndex( softBody );
|
||||
|
||||
if( softBodyIndex >= 0 )
|
||||
{
|
||||
btCollisionShape *collisionShape = collisionObject->getCollisionShape();
|
||||
float friction = collisionObject->getFriction();
|
||||
int shapeType = collisionShape->getShapeType();
|
||||
if( shapeType == CAPSULE_SHAPE_PROXYTYPE )
|
||||
{
|
||||
// Add to the list of expected collision objects
|
||||
CollisionShapeDescription newCollisionShapeDescription;
|
||||
newCollisionShapeDescription.softBodyIdentifier = softBodyIndex;
|
||||
newCollisionShapeDescription.collisionShapeType = shapeType;
|
||||
// TODO: May need to transpose this matrix either here or in HLSL
|
||||
newCollisionShapeDescription.shapeTransform = toTransform3(collisionObject->getWorldTransform());
|
||||
btCapsuleShape *capsule = static_cast<btCapsuleShape*>( collisionShape );
|
||||
newCollisionShapeDescription.radius = capsule->getRadius();
|
||||
newCollisionShapeDescription.halfHeight = capsule->getHalfHeight();
|
||||
newCollisionShapeDescription.margin = capsule->getMargin();
|
||||
newCollisionShapeDescription.friction = friction;
|
||||
btRigidBody* body = static_cast< btRigidBody* >( collisionObject );
|
||||
newCollisionShapeDescription.linearVelocity = toVector3(body->getLinearVelocity());
|
||||
newCollisionShapeDescription.angularVelocity = toVector3(body->getAngularVelocity());
|
||||
m_collisionObjectDetails.push_back( newCollisionShapeDescription );
|
||||
|
||||
} else {
|
||||
btAssert("Unsupported collision shape type\n");
|
||||
}
|
||||
} else {
|
||||
btAssert("Unknown soft body");
|
||||
}
|
||||
} // btDX11SoftBodySolver::processCollision
|
||||
|
||||
|
||||
|
||||
void btDX11SoftBodySolver::predictMotion( float timeStep )
|
||||
{
|
||||
// Clear the collision shape array for the next frame
|
||||
// Ensure that the DX11 ones are moved off the device so they will be updated correctly
|
||||
m_dx11CollisionObjectDetails.changedOnCPU();
|
||||
m_dx11PerClothCollisionObjects.changedOnCPU();
|
||||
m_collisionObjectDetails.clear();
|
||||
|
||||
// Fill the force arrays with current acceleration data etc
|
||||
m_perClothWindVelocity.resize( m_softBodySet.size() );
|
||||
for( int softBodyIndex = 0; softBodyIndex < m_softBodySet.size(); ++softBodyIndex )
|
||||
@@ -1774,6 +2197,12 @@ void btDX11SoftBodySolver::predictMotion( float timeStep )
|
||||
|
||||
// Itegrate motion for all soft bodies dealt with by the solver
|
||||
integrate( timeStep * getTimeScale() );
|
||||
|
||||
// Update bounds
|
||||
// Will update the bounds for all softBodies being dealt with by the solver and
|
||||
// set the values in the btSoftBody object
|
||||
updateBounds();
|
||||
|
||||
// End prediction work for solvers
|
||||
}
|
||||
|
||||
|
||||
@@ -26,184 +26,20 @@ subject to the following restrictions:
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* SoftBody class to maintain information about a soft body instance
|
||||
* within a solver.
|
||||
* This data addresses the main solver arrays.
|
||||
*/
|
||||
class btDX11AcceleratedSoftBodyInterface
|
||||
class DXFunctions
|
||||
{
|
||||
protected:
|
||||
/** Current number of vertices that are part of this cloth */
|
||||
int m_numVertices;
|
||||
/** Maximum number of vertices allocated to be part of this cloth */
|
||||
int m_maxVertices;
|
||||
/** Current number of triangles that are part of this cloth */
|
||||
int m_numTriangles;
|
||||
/** Maximum number of triangles allocated to be part of this cloth */
|
||||
int m_maxTriangles;
|
||||
/** Index of first vertex in the world allocated to this cloth */
|
||||
int m_firstVertex;
|
||||
/** Index of first triangle in the world allocated to this cloth */
|
||||
int m_firstTriangle;
|
||||
/** Index of first link in the world allocated to this cloth */
|
||||
int m_firstLink;
|
||||
/** Maximum number of links allocated to this cloth */
|
||||
int m_maxLinks;
|
||||
/** Current number of links allocated to this cloth */
|
||||
int m_numLinks;
|
||||
|
||||
/** The actual soft body this data represents */
|
||||
btSoftBody *m_softBody;
|
||||
|
||||
|
||||
public:
|
||||
btDX11AcceleratedSoftBodyInterface( btSoftBody *softBody ) :
|
||||
m_softBody( softBody )
|
||||
{
|
||||
m_numVertices = 0;
|
||||
m_maxVertices = 0;
|
||||
m_numTriangles = 0;
|
||||
m_maxTriangles = 0;
|
||||
m_firstVertex = 0;
|
||||
m_firstTriangle = 0;
|
||||
m_firstLink = 0;
|
||||
m_maxLinks = 0;
|
||||
m_numLinks = 0;
|
||||
}
|
||||
int getNumVertices()
|
||||
{
|
||||
return m_numVertices;
|
||||
}
|
||||
|
||||
int getNumTriangles()
|
||||
{
|
||||
return m_numTriangles;
|
||||
}
|
||||
|
||||
int getMaxVertices()
|
||||
{
|
||||
return m_maxVertices;
|
||||
}
|
||||
|
||||
int getMaxTriangles()
|
||||
{
|
||||
return m_maxTriangles;
|
||||
}
|
||||
|
||||
int getFirstVertex()
|
||||
{
|
||||
return m_firstVertex;
|
||||
}
|
||||
|
||||
int getFirstTriangle()
|
||||
{
|
||||
return m_firstTriangle;
|
||||
}
|
||||
|
||||
// TODO: All of these set functions will have to do checks and
|
||||
// update the world because restructuring of the arrays will be necessary
|
||||
// Reasonable use of "friend"?
|
||||
void setNumVertices( int numVertices )
|
||||
{
|
||||
m_numVertices = numVertices;
|
||||
}
|
||||
|
||||
void setNumTriangles( int numTriangles )
|
||||
ID3D11Device * m_dx11Device;
|
||||
ID3D11DeviceContext* m_dx11Context;
|
||||
|
||||
DXFunctions( ID3D11Device *dx11Device, ID3D11DeviceContext* dx11Context) :
|
||||
m_dx11Device( dx11Device ),
|
||||
m_dx11Context( dx11Context )
|
||||
{
|
||||
m_numTriangles = numTriangles;
|
||||
|
||||
}
|
||||
|
||||
void setMaxVertices( int maxVertices )
|
||||
{
|
||||
m_maxVertices = maxVertices;
|
||||
}
|
||||
|
||||
void setMaxTriangles( int maxTriangles )
|
||||
{
|
||||
m_maxTriangles = maxTriangles;
|
||||
}
|
||||
|
||||
void setFirstVertex( int firstVertex )
|
||||
{
|
||||
m_firstVertex = firstVertex;
|
||||
}
|
||||
|
||||
void setFirstTriangle( int firstTriangle )
|
||||
{
|
||||
m_firstTriangle = firstTriangle;
|
||||
}
|
||||
|
||||
void setMaxLinks( int maxLinks )
|
||||
{
|
||||
m_maxLinks = maxLinks;
|
||||
}
|
||||
|
||||
void setNumLinks( int numLinks )
|
||||
{
|
||||
m_numLinks = numLinks;
|
||||
}
|
||||
|
||||
void setFirstLink( int firstLink )
|
||||
{
|
||||
m_firstLink = firstLink;
|
||||
}
|
||||
|
||||
int getMaxLinks()
|
||||
{
|
||||
return m_maxLinks;
|
||||
}
|
||||
|
||||
int getNumLinks()
|
||||
{
|
||||
return m_numLinks;
|
||||
}
|
||||
|
||||
int getFirstLink()
|
||||
{
|
||||
return m_firstLink;
|
||||
}
|
||||
|
||||
btSoftBody* getSoftBody()
|
||||
{
|
||||
return m_softBody;
|
||||
}
|
||||
|
||||
#if 0
|
||||
void setAcceleration( Vectormath::Aos::Vector3 acceleration )
|
||||
{
|
||||
m_currentSolver->setPerClothAcceleration( m_clothIdentifier, acceleration );
|
||||
}
|
||||
|
||||
void setWindVelocity( Vectormath::Aos::Vector3 windVelocity )
|
||||
{
|
||||
m_currentSolver->setPerClothWindVelocity( m_clothIdentifier, windVelocity );
|
||||
}
|
||||
|
||||
/**
|
||||
* Set the density of the air in which the cloth is situated.
|
||||
*/
|
||||
void setAirDensity( btScalar density )
|
||||
{
|
||||
m_currentSolver->setPerClothMediumDensity( m_clothIdentifier, static_cast<float>(density) );
|
||||
}
|
||||
|
||||
/**
|
||||
* Add a collision object to this soft body.
|
||||
*/
|
||||
void addCollisionObject( btCollisionObject *collisionObject )
|
||||
{
|
||||
m_currentSolver->addCollisionObjectForSoftBody( m_clothIdentifier, collisionObject );
|
||||
}
|
||||
#endif
|
||||
};
|
||||
|
||||
|
||||
class btDX11SoftBodySolver : public btSoftBodySolver
|
||||
{
|
||||
public:
|
||||
|
||||
|
||||
class KernelDesc
|
||||
{
|
||||
protected:
|
||||
@@ -226,6 +62,238 @@ public:
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Compile a compute shader kernel from a string and return the appropriate KernelDesc object.
|
||||
*/
|
||||
KernelDesc compileComputeShaderFromString( const char* shaderString, const char* shaderName, int constBufferSize, D3D10_SHADER_MACRO *compileMacros = 0 );
|
||||
|
||||
};
|
||||
|
||||
class btDX11SoftBodySolver : public btSoftBodySolver
|
||||
{
|
||||
protected:
|
||||
/**
|
||||
* Entry in the collision shape array.
|
||||
* Specifies the shape type, the transform matrix and the necessary details of the collisionShape.
|
||||
*/
|
||||
struct CollisionShapeDescription
|
||||
{
|
||||
Vectormath::Aos::Transform3 shapeTransform;
|
||||
Vectormath::Aos::Vector3 linearVelocity;
|
||||
Vectormath::Aos::Vector3 angularVelocity;
|
||||
|
||||
int softBodyIdentifier;
|
||||
int collisionShapeType;
|
||||
|
||||
// Both needed for capsule
|
||||
float radius;
|
||||
float halfHeight;
|
||||
|
||||
float margin;
|
||||
float friction;
|
||||
|
||||
CollisionShapeDescription()
|
||||
{
|
||||
collisionShapeType = 0;
|
||||
margin = 0;
|
||||
friction = 0;
|
||||
}
|
||||
};
|
||||
|
||||
struct UIntVector3
|
||||
{
|
||||
UIntVector3()
|
||||
{
|
||||
x = 0;
|
||||
y = 0;
|
||||
z = 0;
|
||||
_padding = 0;
|
||||
}
|
||||
|
||||
UIntVector3( unsigned int x_, unsigned int y_, unsigned int z_ )
|
||||
{
|
||||
x = x_;
|
||||
y = y_;
|
||||
z = z_;
|
||||
_padding = 0;
|
||||
}
|
||||
|
||||
unsigned int x;
|
||||
unsigned int y;
|
||||
unsigned int z;
|
||||
unsigned int _padding;
|
||||
};
|
||||
|
||||
|
||||
|
||||
public:
|
||||
/**
|
||||
* SoftBody class to maintain information about a soft body instance
|
||||
* within a solver.
|
||||
* This data addresses the main solver arrays.
|
||||
*/
|
||||
class btAcceleratedSoftBodyInterface
|
||||
{
|
||||
protected:
|
||||
/** Current number of vertices that are part of this cloth */
|
||||
int m_numVertices;
|
||||
/** Maximum number of vertices allocated to be part of this cloth */
|
||||
int m_maxVertices;
|
||||
/** Current number of triangles that are part of this cloth */
|
||||
int m_numTriangles;
|
||||
/** Maximum number of triangles allocated to be part of this cloth */
|
||||
int m_maxTriangles;
|
||||
/** Index of first vertex in the world allocated to this cloth */
|
||||
int m_firstVertex;
|
||||
/** Index of first triangle in the world allocated to this cloth */
|
||||
int m_firstTriangle;
|
||||
/** Index of first link in the world allocated to this cloth */
|
||||
int m_firstLink;
|
||||
/** Maximum number of links allocated to this cloth */
|
||||
int m_maxLinks;
|
||||
/** Current number of links allocated to this cloth */
|
||||
int m_numLinks;
|
||||
|
||||
/** The actual soft body this data represents */
|
||||
btSoftBody *m_softBody;
|
||||
|
||||
|
||||
public:
|
||||
btAcceleratedSoftBodyInterface( btSoftBody *softBody ) :
|
||||
m_softBody( softBody )
|
||||
{
|
||||
m_numVertices = 0;
|
||||
m_maxVertices = 0;
|
||||
m_numTriangles = 0;
|
||||
m_maxTriangles = 0;
|
||||
m_firstVertex = 0;
|
||||
m_firstTriangle = 0;
|
||||
m_firstLink = 0;
|
||||
m_maxLinks = 0;
|
||||
m_numLinks = 0;
|
||||
}
|
||||
int getNumVertices() const
|
||||
{
|
||||
return m_numVertices;
|
||||
}
|
||||
|
||||
int getNumTriangles() const
|
||||
{
|
||||
return m_numTriangles;
|
||||
}
|
||||
|
||||
int getMaxVertices() const
|
||||
{
|
||||
return m_maxVertices;
|
||||
}
|
||||
|
||||
int getMaxTriangles() const
|
||||
{
|
||||
return m_maxTriangles;
|
||||
}
|
||||
|
||||
int getFirstVertex() const
|
||||
{
|
||||
return m_firstVertex;
|
||||
}
|
||||
|
||||
int getFirstTriangle() const
|
||||
{
|
||||
return m_firstTriangle;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Update the bounds in the btSoftBody object
|
||||
*/
|
||||
void updateBounds( const btVector3 &lowerBound, const btVector3 &upperBound );
|
||||
|
||||
// TODO: All of these set functions will have to do checks and
|
||||
// update the world because restructuring of the arrays will be necessary
|
||||
// Reasonable use of "friend"?
|
||||
void setNumVertices( int numVertices )
|
||||
{
|
||||
m_numVertices = numVertices;
|
||||
}
|
||||
|
||||
void setNumTriangles( int numTriangles )
|
||||
{
|
||||
m_numTriangles = numTriangles;
|
||||
}
|
||||
|
||||
void setMaxVertices( int maxVertices )
|
||||
{
|
||||
m_maxVertices = maxVertices;
|
||||
}
|
||||
|
||||
void setMaxTriangles( int maxTriangles )
|
||||
{
|
||||
m_maxTriangles = maxTriangles;
|
||||
}
|
||||
|
||||
void setFirstVertex( int firstVertex )
|
||||
{
|
||||
m_firstVertex = firstVertex;
|
||||
}
|
||||
|
||||
void setFirstTriangle( int firstTriangle )
|
||||
{
|
||||
m_firstTriangle = firstTriangle;
|
||||
}
|
||||
|
||||
void setMaxLinks( int maxLinks )
|
||||
{
|
||||
m_maxLinks = maxLinks;
|
||||
}
|
||||
|
||||
void setNumLinks( int numLinks )
|
||||
{
|
||||
m_numLinks = numLinks;
|
||||
}
|
||||
|
||||
void setFirstLink( int firstLink )
|
||||
{
|
||||
m_firstLink = firstLink;
|
||||
}
|
||||
|
||||
int getMaxLinks()
|
||||
{
|
||||
return m_maxLinks;
|
||||
}
|
||||
|
||||
int getNumLinks()
|
||||
{
|
||||
return m_numLinks;
|
||||
}
|
||||
|
||||
int getFirstLink()
|
||||
{
|
||||
return m_firstLink;
|
||||
}
|
||||
|
||||
btSoftBody* getSoftBody()
|
||||
{
|
||||
return m_softBody;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
|
||||
struct CollisionObjectIndices
|
||||
{
|
||||
CollisionObjectIndices( int f, int e )
|
||||
{
|
||||
firstObject = f;
|
||||
endObject = e;
|
||||
}
|
||||
|
||||
int firstObject;
|
||||
int endObject;
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
struct PrepareLinksCB
|
||||
{
|
||||
@@ -284,20 +352,6 @@ public:
|
||||
};
|
||||
|
||||
|
||||
struct OutputToVertexArrayCB
|
||||
{
|
||||
int startNode;
|
||||
int numNodes;
|
||||
int positionOffset;
|
||||
int positionStride;
|
||||
|
||||
int normalOffset;
|
||||
int normalStride;
|
||||
int padding1;
|
||||
int padding2;
|
||||
};
|
||||
|
||||
|
||||
struct ApplyForcesCB
|
||||
{
|
||||
unsigned int numNodes;
|
||||
@@ -326,17 +380,38 @@ public:
|
||||
int padding;
|
||||
};
|
||||
|
||||
struct ComputeBoundsCB
|
||||
{
|
||||
int numNodes;
|
||||
int numSoftBodies;
|
||||
int padding1;
|
||||
int padding2;
|
||||
};
|
||||
|
||||
private:
|
||||
struct SolveCollisionsAndUpdateVelocitiesCB
|
||||
{
|
||||
unsigned int numNodes;
|
||||
float isolverdt;
|
||||
int padding0;
|
||||
int padding1;
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
protected:
|
||||
ID3D11Device * m_dx11Device;
|
||||
ID3D11DeviceContext* m_dx11Context;
|
||||
|
||||
|
||||
|
||||
DXFunctions dxFunctions;
|
||||
public:
|
||||
/** Link data for all cloths. Note that this will be sorted batch-wise for efficient computation and m_linkAddresses will maintain the addressing. */
|
||||
btSoftBodyLinkDataDX11 m_linkData;
|
||||
btSoftBodyVertexDataDX11 m_vertexData;
|
||||
btSoftBodyTriangleDataDX11 m_triangleData;
|
||||
|
||||
|
||||
protected:
|
||||
|
||||
/** Variable to define whether we need to update solver constants on the next iteration */
|
||||
bool m_updateSolverConstants;
|
||||
|
||||
@@ -346,7 +421,7 @@ private:
|
||||
* Cloths owned by this solver.
|
||||
* Only our cloths are in this array.
|
||||
*/
|
||||
btAlignedObjectArray< btDX11AcceleratedSoftBodyInterface * > m_softBodySet;
|
||||
btAlignedObjectArray< btAcceleratedSoftBodyInterface * > m_softBodySet;
|
||||
|
||||
/** Acceleration value to be applied to all non-static vertices in the solver.
|
||||
* Index n is cloth n, array sized by number of cloths in the world not the solver.
|
||||
@@ -380,24 +455,59 @@ private:
|
||||
btAlignedObjectArray< float > m_perClothMediumDensity;
|
||||
btDX11Buffer<float> m_dx11PerClothMediumDensity;
|
||||
|
||||
KernelDesc prepareLinksKernel;
|
||||
KernelDesc solvePositionsFromLinksKernel;
|
||||
KernelDesc vSolveLinksKernel;
|
||||
KernelDesc integrateKernel;
|
||||
KernelDesc addVelocityKernel;
|
||||
KernelDesc updatePositionsFromVelocitiesKernel;
|
||||
KernelDesc updateVelocitiesFromPositionsWithoutVelocitiesKernel;
|
||||
KernelDesc updateVelocitiesFromPositionsWithVelocitiesKernel;
|
||||
KernelDesc resetNormalsAndAreasKernel;
|
||||
KernelDesc normalizeNormalsAndAreasKernel;
|
||||
KernelDesc updateSoftBodiesKernel;
|
||||
KernelDesc outputToVertexArrayWithNormalsKernel;
|
||||
KernelDesc outputToVertexArrayWithoutNormalsKernel;
|
||||
|
||||
/**
|
||||
* Collision shape details: pair of index of first collision shape for the cloth and number of collision objects.
|
||||
*/
|
||||
btAlignedObjectArray< CollisionObjectIndices > m_perClothCollisionObjects;
|
||||
btDX11Buffer<CollisionObjectIndices> m_dx11PerClothCollisionObjects;
|
||||
|
||||
KernelDesc outputToVertexArrayKernel;
|
||||
KernelDesc applyForcesKernel;
|
||||
KernelDesc collideSphereKernel;
|
||||
KernelDesc collideCylinderKernel;
|
||||
/**
|
||||
* Collision shapes being passed across to the cloths in this solver.
|
||||
*/
|
||||
btAlignedObjectArray< CollisionShapeDescription > m_collisionObjectDetails;
|
||||
btDX11Buffer< CollisionShapeDescription > m_dx11CollisionObjectDetails;
|
||||
|
||||
/**
|
||||
* Minimum bounds for each cloth.
|
||||
* Updated by GPU and returned for use by broad phase.
|
||||
* These are int vectors as a reminder that they store the int representation of a float, not a float.
|
||||
* Bit 31 is inverted - is floats are stored with int-sortable values.
|
||||
*/
|
||||
btAlignedObjectArray< UIntVector3 > m_perClothMinBounds;
|
||||
btDX11Buffer< UIntVector3 > m_dx11PerClothMinBounds;
|
||||
|
||||
/**
|
||||
* Maximum bounds for each cloth.
|
||||
* Updated by GPU and returned for use by broad phase.
|
||||
* These are int vectors as a reminder that they store the int representation of a float, not a float.
|
||||
* Bit 31 is inverted - is floats are stored with int-sortable values.
|
||||
*/
|
||||
btAlignedObjectArray< UIntVector3 > m_perClothMaxBounds;
|
||||
btDX11Buffer< UIntVector3 > m_dx11PerClothMaxBounds;
|
||||
|
||||
|
||||
/**
|
||||
* Friction coefficient for each cloth
|
||||
*/
|
||||
btAlignedObjectArray< float > m_perClothFriction;
|
||||
btDX11Buffer< float > m_dx11PerClothFriction;
|
||||
|
||||
DXFunctions::KernelDesc prepareLinksKernel;
|
||||
DXFunctions::KernelDesc solvePositionsFromLinksKernel;
|
||||
DXFunctions::KernelDesc vSolveLinksKernel;
|
||||
DXFunctions::KernelDesc integrateKernel;
|
||||
DXFunctions::KernelDesc addVelocityKernel;
|
||||
DXFunctions::KernelDesc updatePositionsFromVelocitiesKernel;
|
||||
DXFunctions::KernelDesc updateVelocitiesFromPositionsWithoutVelocitiesKernel;
|
||||
DXFunctions::KernelDesc updateVelocitiesFromPositionsWithVelocitiesKernel;
|
||||
DXFunctions::KernelDesc solveCollisionsAndUpdateVelocitiesKernel;
|
||||
DXFunctions::KernelDesc resetNormalsAndAreasKernel;
|
||||
DXFunctions::KernelDesc normalizeNormalsAndAreasKernel;
|
||||
DXFunctions::KernelDesc computeBoundsKernel;
|
||||
DXFunctions::KernelDesc updateSoftBodiesKernel;
|
||||
|
||||
DXFunctions::KernelDesc applyForcesKernel;
|
||||
|
||||
|
||||
/**
|
||||
@@ -410,12 +520,7 @@ private:
|
||||
const Vectormath::Aos::Point3 &vertex2 );
|
||||
|
||||
|
||||
/**
|
||||
* Compile a compute shader kernel from a string and return the appropriate KernelDesc object.
|
||||
*/
|
||||
KernelDesc compileComputeShaderFromString( const char* shaderString, const char* shaderName, int constBufferSize );
|
||||
|
||||
bool buildShaders();
|
||||
virtual bool buildShaders();
|
||||
|
||||
void resetNormalsAndAreas( int numVertices );
|
||||
|
||||
@@ -423,19 +528,20 @@ private:
|
||||
|
||||
void executeUpdateSoftBodies( int firstTriangle, int numTriangles );
|
||||
|
||||
void prepareCollisionConstraints();
|
||||
|
||||
Vectormath::Aos::Vector3 ProjectOnAxis( const Vectormath::Aos::Vector3 &v, const Vectormath::Aos::Vector3 &a );
|
||||
|
||||
void ApplyClampedForce( float solverdt, const Vectormath::Aos::Vector3 &force, const Vectormath::Aos::Vector3 &vertexVelocity, float inverseMass, Vectormath::Aos::Vector3 &vertexForce );
|
||||
|
||||
virtual void applyForces( float solverdt );
|
||||
|
||||
void updateConstants( float timeStep );
|
||||
|
||||
btDX11AcceleratedSoftBodyInterface *findSoftBodyInterface( const btSoftBody* const softBody );
|
||||
virtual void updateConstants( float timeStep );
|
||||
int findSoftBodyIndex( const btSoftBody* const softBody );
|
||||
|
||||
//////////////////////////////////////
|
||||
// Kernel dispatches
|
||||
void prepareLinks();
|
||||
virtual void prepareLinks();
|
||||
|
||||
void updatePositionsFromVelocities( float solverdt );
|
||||
void solveLinksForPosition( int startLink, int numLinks, float kst, float ti );
|
||||
@@ -443,14 +549,27 @@ private:
|
||||
|
||||
void updateVelocitiesFromPositionsWithVelocities( float isolverdt );
|
||||
void updateVelocitiesFromPositionsWithoutVelocities( float isolverdt );
|
||||
void computeBounds( );
|
||||
void solveCollisionsAndUpdateVelocities( float isolverdt );
|
||||
|
||||
// End kernel dispatches
|
||||
/////////////////////////////////////
|
||||
|
||||
void updateBounds();
|
||||
|
||||
|
||||
void releaseKernels();
|
||||
|
||||
public:
|
||||
btDX11SoftBodySolver(ID3D11Device * dx11Device, ID3D11DeviceContext* dx11Context);
|
||||
|
||||
virtual ~btDX11SoftBodySolver();
|
||||
|
||||
|
||||
virtual SolverTypes getSolverType() const
|
||||
{
|
||||
return DX_SOLVER;
|
||||
}
|
||||
|
||||
|
||||
virtual btSoftBodyLinkData &getLinkData();
|
||||
@@ -461,19 +580,94 @@ public:
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
btAcceleratedSoftBodyInterface *findSoftBodyInterface( const btSoftBody* const softBody );
|
||||
const btAcceleratedSoftBodyInterface * const findSoftBodyInterface( const btSoftBody* const softBody ) const;
|
||||
|
||||
virtual bool checkInitialized();
|
||||
|
||||
virtual void updateSoftBodies( );
|
||||
|
||||
virtual void optimize( btAlignedObjectArray< btSoftBody * > &softBodies );
|
||||
virtual void optimize( btAlignedObjectArray< btSoftBody * > &softBodies , bool forceUpdate=false);
|
||||
|
||||
virtual void copyBackToSoftBodies();
|
||||
|
||||
virtual void solveConstraints( float solverdt );
|
||||
|
||||
virtual void predictMotion( float solverdt );
|
||||
|
||||
virtual void copySoftBodyToVertexBuffer( const btSoftBody *const softBody, btVertexBufferDescriptor *vertexBuffer );
|
||||
|
||||
virtual void processCollision( btSoftBody *, btCollisionObject* );
|
||||
|
||||
virtual void processCollision( btSoftBody*, btSoftBody* );
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* Class to manage movement of data from a solver to a given target.
|
||||
* This version is the DX to CPU version.
|
||||
*/
|
||||
class btSoftBodySolverOutputDXtoCPU : public btSoftBodySolverOutput
|
||||
{
|
||||
protected:
|
||||
|
||||
public:
|
||||
btSoftBodySolverOutputDXtoCPU()
|
||||
{
|
||||
}
|
||||
|
||||
/** Output current computed vertex data to the vertex buffers for all cloths in the solver. */
|
||||
virtual void copySoftBodyToVertexBuffer( const btSoftBody * const softBody, btVertexBufferDescriptor *vertexBuffer );
|
||||
};
|
||||
|
||||
/**
|
||||
* Class to manage movement of data from a solver to a given target.
|
||||
* This version is the DX to DX version and subclasses DX to CPU so that it works for that too.
|
||||
*/
|
||||
class btSoftBodySolverOutputDXtoDX : public btSoftBodySolverOutputDXtoCPU
|
||||
{
|
||||
protected:
|
||||
struct OutputToVertexArrayCB
|
||||
{
|
||||
int startNode;
|
||||
int numNodes;
|
||||
int positionOffset;
|
||||
int positionStride;
|
||||
|
||||
int normalOffset;
|
||||
int normalStride;
|
||||
int padding1;
|
||||
int padding2;
|
||||
};
|
||||
|
||||
DXFunctions dxFunctions;
|
||||
DXFunctions::KernelDesc outputToVertexArrayWithNormalsKernel;
|
||||
DXFunctions::KernelDesc outputToVertexArrayWithoutNormalsKernel;
|
||||
|
||||
|
||||
bool m_shadersInitialized;
|
||||
|
||||
bool checkInitialized();
|
||||
bool buildShaders();
|
||||
void releaseKernels();
|
||||
|
||||
public:
|
||||
btSoftBodySolverOutputDXtoDX(ID3D11Device *dx11Device, ID3D11DeviceContext* dx11Context) :
|
||||
dxFunctions( dx11Device, dx11Context )
|
||||
{
|
||||
m_shadersInitialized = false;
|
||||
}
|
||||
|
||||
~btSoftBodySolverOutputDXtoDX()
|
||||
{
|
||||
releaseKernels();
|
||||
}
|
||||
|
||||
/** Output current computed vertex data to the vertex buffers for all cloths in the solver. */
|
||||
virtual void copySoftBodyToVertexBuffer( const btSoftBody * const softBody, btVertexBufferDescriptor *vertexBuffer );
|
||||
};
|
||||
|
||||
#endif // #ifndef BT_ACCELERATED_SOFT_BODY_DX11_SOLVER_H
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -14,7 +14,7 @@ subject to the following restrictions:
|
||||
*/
|
||||
|
||||
#include "vectormath/vmInclude.h"
|
||||
#include "BulletSoftBody/btSoftBodySolvers.h"
|
||||
#include "btSoftBodySolver_DX11.h"
|
||||
#include "btSoftBodySolverVertexBuffer_DX11.h"
|
||||
#include "btSoftBodySolverLinkData_DX11SIMDAware.h"
|
||||
#include "btSoftBodySolverVertexData_DX11.h"
|
||||
@@ -24,176 +24,9 @@ subject to the following restrictions:
|
||||
#ifndef BT_SOFT_BODY_DX11_SOLVER_SIMDAWARE_H
|
||||
#define BT_SOFT_BODY_DX11_SOLVER_SIMDAWARE_H
|
||||
|
||||
class btDX11SIMDAwareSoftBodySolver : public btSoftBodySolver
|
||||
class btDX11SIMDAwareSoftBodySolver : public btDX11SoftBodySolver
|
||||
{
|
||||
public:
|
||||
|
||||
/**
|
||||
* SoftBody class to maintain information about a soft body instance
|
||||
* within a solver.
|
||||
* This data addresses the main solver arrays.
|
||||
*/
|
||||
class btAcceleratedSoftBodyInterface
|
||||
{
|
||||
protected:
|
||||
/** Current number of vertices that are part of this cloth */
|
||||
int m_numVertices;
|
||||
/** Maximum number of vertices allocated to be part of this cloth */
|
||||
int m_maxVertices;
|
||||
/** Current number of triangles that are part of this cloth */
|
||||
int m_numTriangles;
|
||||
/** Maximum number of triangles allocated to be part of this cloth */
|
||||
int m_maxTriangles;
|
||||
/** Index of first vertex in the world allocated to this cloth */
|
||||
int m_firstVertex;
|
||||
/** Index of first triangle in the world allocated to this cloth */
|
||||
int m_firstTriangle;
|
||||
/** Index of first link in the world allocated to this cloth */
|
||||
int m_firstLink;
|
||||
/** Maximum number of links allocated to this cloth */
|
||||
int m_maxLinks;
|
||||
/** Current number of links allocated to this cloth */
|
||||
int m_numLinks;
|
||||
|
||||
/** The actual soft body this data represents */
|
||||
btSoftBody *m_softBody;
|
||||
|
||||
|
||||
public:
|
||||
btAcceleratedSoftBodyInterface( btSoftBody *softBody ) :
|
||||
m_softBody( softBody )
|
||||
{
|
||||
m_numVertices = 0;
|
||||
m_maxVertices = 0;
|
||||
m_numTriangles = 0;
|
||||
m_maxTriangles = 0;
|
||||
m_firstVertex = 0;
|
||||
m_firstTriangle = 0;
|
||||
m_firstLink = 0;
|
||||
m_maxLinks = 0;
|
||||
m_numLinks = 0;
|
||||
}
|
||||
int getNumVertices()
|
||||
{
|
||||
return m_numVertices;
|
||||
}
|
||||
|
||||
int getNumTriangles()
|
||||
{
|
||||
return m_numTriangles;
|
||||
}
|
||||
|
||||
int getMaxVertices()
|
||||
{
|
||||
return m_maxVertices;
|
||||
}
|
||||
|
||||
int getMaxTriangles()
|
||||
{
|
||||
return m_maxTriangles;
|
||||
}
|
||||
|
||||
int getFirstVertex()
|
||||
{
|
||||
return m_firstVertex;
|
||||
}
|
||||
|
||||
int getFirstTriangle()
|
||||
{
|
||||
return m_firstTriangle;
|
||||
}
|
||||
|
||||
|
||||
void setNumVertices( int numVertices )
|
||||
{
|
||||
m_numVertices = numVertices;
|
||||
}
|
||||
|
||||
void setNumTriangles( int numTriangles )
|
||||
{
|
||||
m_numTriangles = numTriangles;
|
||||
}
|
||||
|
||||
void setMaxVertices( int maxVertices )
|
||||
{
|
||||
m_maxVertices = maxVertices;
|
||||
}
|
||||
|
||||
void setMaxTriangles( int maxTriangles )
|
||||
{
|
||||
m_maxTriangles = maxTriangles;
|
||||
}
|
||||
|
||||
void setFirstVertex( int firstVertex )
|
||||
{
|
||||
m_firstVertex = firstVertex;
|
||||
}
|
||||
|
||||
void setFirstTriangle( int firstTriangle )
|
||||
{
|
||||
m_firstTriangle = firstTriangle;
|
||||
}
|
||||
|
||||
void setMaxLinks( int maxLinks )
|
||||
{
|
||||
m_maxLinks = maxLinks;
|
||||
}
|
||||
|
||||
void setNumLinks( int numLinks )
|
||||
{
|
||||
m_numLinks = numLinks;
|
||||
}
|
||||
|
||||
void setFirstLink( int firstLink )
|
||||
{
|
||||
m_firstLink = firstLink;
|
||||
}
|
||||
|
||||
int getMaxLinks()
|
||||
{
|
||||
return m_maxLinks;
|
||||
}
|
||||
|
||||
int getNumLinks()
|
||||
{
|
||||
return m_numLinks;
|
||||
}
|
||||
|
||||
int getFirstLink()
|
||||
{
|
||||
return m_firstLink;
|
||||
}
|
||||
|
||||
btSoftBody* getSoftBody()
|
||||
{
|
||||
return m_softBody;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
|
||||
class KernelDesc
|
||||
{
|
||||
protected:
|
||||
|
||||
|
||||
public:
|
||||
ID3D11ComputeShader* kernel;
|
||||
ID3D11Buffer* constBuffer;
|
||||
|
||||
KernelDesc()
|
||||
{
|
||||
kernel = 0;
|
||||
constBuffer = 0;
|
||||
}
|
||||
|
||||
virtual ~KernelDesc()
|
||||
{
|
||||
// TODO: this should probably destroy its kernel but we need to be careful
|
||||
// in case KernelDescs are copied
|
||||
}
|
||||
};
|
||||
|
||||
protected:
|
||||
struct SolvePositionsFromLinksKernelCB
|
||||
{
|
||||
int startWave;
|
||||
@@ -202,230 +35,46 @@ public:
|
||||
float ti;
|
||||
};
|
||||
|
||||
struct IntegrateCB
|
||||
{
|
||||
int numNodes;
|
||||
float solverdt;
|
||||
int padding1;
|
||||
int padding2;
|
||||
};
|
||||
|
||||
struct UpdatePositionsFromVelocitiesCB
|
||||
{
|
||||
int numNodes;
|
||||
float solverSDT;
|
||||
int padding1;
|
||||
int padding2;
|
||||
};
|
||||
|
||||
struct UpdateVelocitiesFromPositionsWithoutVelocitiesCB
|
||||
{
|
||||
int numNodes;
|
||||
float isolverdt;
|
||||
int padding1;
|
||||
int padding2;
|
||||
};
|
||||
|
||||
struct UpdateVelocitiesFromPositionsWithVelocitiesCB
|
||||
{
|
||||
int numNodes;
|
||||
float isolverdt;
|
||||
int padding1;
|
||||
int padding2;
|
||||
};
|
||||
|
||||
struct UpdateSoftBodiesCB
|
||||
{
|
||||
int numNodes;
|
||||
int startFace;
|
||||
int numFaces;
|
||||
float epsilon;
|
||||
};
|
||||
|
||||
|
||||
struct OutputToVertexArrayCB
|
||||
{
|
||||
int startNode;
|
||||
int numNodes;
|
||||
int positionOffset;
|
||||
int positionStride;
|
||||
|
||||
int normalOffset;
|
||||
int normalStride;
|
||||
int padding1;
|
||||
int padding2;
|
||||
};
|
||||
|
||||
|
||||
struct ApplyForcesCB
|
||||
{
|
||||
unsigned int numNodes;
|
||||
float solverdt;
|
||||
float epsilon;
|
||||
int padding3;
|
||||
};
|
||||
|
||||
struct AddVelocityCB
|
||||
{
|
||||
int startNode;
|
||||
int lastNode;
|
||||
float velocityX;
|
||||
float velocityY;
|
||||
float velocityZ;
|
||||
int padding1;
|
||||
int padding2;
|
||||
int padding3;
|
||||
};
|
||||
|
||||
|
||||
private:
|
||||
ID3D11Device * m_dx11Device;
|
||||
ID3D11DeviceContext* m_dx11Context;
|
||||
|
||||
|
||||
/** Link data for all cloths. Note that this will be sorted batch-wise for efficient computation and m_linkAddresses will maintain the addressing. */
|
||||
btSoftBodyLinkDataDX11SIMDAware m_linkData;
|
||||
btSoftBodyVertexDataDX11 m_vertexData;
|
||||
btSoftBodyTriangleDataDX11 m_triangleData;
|
||||
|
||||
/** Variable to define whether we need to update solver constants on the next iteration */
|
||||
bool m_updateSolverConstants;
|
||||
|
||||
bool m_shadersInitialized;
|
||||
|
||||
/**
|
||||
* Cloths owned by this solver.
|
||||
* Only our cloths are in this array.
|
||||
*/
|
||||
btAlignedObjectArray< btAcceleratedSoftBodyInterface * > m_softBodySet;
|
||||
virtual bool buildShaders();
|
||||
|
||||
/** Acceleration value to be applied to all non-static vertices in the solver.
|
||||
* Index n is cloth n, array sized by number of cloths in the world not the solver.
|
||||
*/
|
||||
btAlignedObjectArray< Vectormath::Aos::Vector3 > m_perClothAcceleration;
|
||||
btDX11Buffer<Vectormath::Aos::Vector3> m_dx11PerClothAcceleration;
|
||||
|
||||
/** Wind velocity to be applied normal to all non-static vertices in the solver.
|
||||
* Index n is cloth n, array sized by number of cloths in the world not the solver.
|
||||
*/
|
||||
btAlignedObjectArray< Vectormath::Aos::Vector3 > m_perClothWindVelocity;
|
||||
btDX11Buffer<Vectormath::Aos::Vector3> m_dx11PerClothWindVelocity;
|
||||
|
||||
/** Velocity damping factor */
|
||||
btAlignedObjectArray< float > m_perClothDampingFactor;
|
||||
btDX11Buffer<float> m_dx11PerClothDampingFactor;
|
||||
|
||||
/** Velocity correction coefficient */
|
||||
btAlignedObjectArray< float > m_perClothVelocityCorrectionCoefficient;
|
||||
btDX11Buffer<float> m_dx11PerClothVelocityCorrectionCoefficient;
|
||||
|
||||
/** Lift parameter for wind effect on cloth. */
|
||||
btAlignedObjectArray< float > m_perClothLiftFactor;
|
||||
btDX11Buffer<float> m_dx11PerClothLiftFactor;
|
||||
|
||||
/** Drag parameter for wind effect on cloth. */
|
||||
btAlignedObjectArray< float > m_perClothDragFactor;
|
||||
btDX11Buffer<float> m_dx11PerClothDragFactor;
|
||||
|
||||
/** Density of the medium in which each cloth sits */
|
||||
btAlignedObjectArray< float > m_perClothMediumDensity;
|
||||
btDX11Buffer<float> m_dx11PerClothMediumDensity;
|
||||
|
||||
KernelDesc solvePositionsFromLinksKernel;
|
||||
KernelDesc integrateKernel;
|
||||
KernelDesc addVelocityKernel;
|
||||
KernelDesc updatePositionsFromVelocitiesKernel;
|
||||
KernelDesc updateVelocitiesFromPositionsWithoutVelocitiesKernel;
|
||||
KernelDesc updateVelocitiesFromPositionsWithVelocitiesKernel;
|
||||
KernelDesc resetNormalsAndAreasKernel;
|
||||
KernelDesc normalizeNormalsAndAreasKernel;
|
||||
KernelDesc updateSoftBodiesKernel;
|
||||
KernelDesc outputToVertexArrayWithNormalsKernel;
|
||||
KernelDesc outputToVertexArrayWithoutNormalsKernel;
|
||||
|
||||
KernelDesc outputToVertexArrayKernel;
|
||||
KernelDesc applyForcesKernel;
|
||||
KernelDesc collideSphereKernel;
|
||||
KernelDesc collideCylinderKernel;
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* Integrate motion on the solver.
|
||||
*/
|
||||
virtual void integrate( float solverdt );
|
||||
float computeTriangleArea(
|
||||
const Vectormath::Aos::Point3 &vertex0,
|
||||
const Vectormath::Aos::Point3 &vertex1,
|
||||
const Vectormath::Aos::Point3 &vertex2 );
|
||||
|
||||
|
||||
/**
|
||||
* Compile a compute shader kernel from a string and return the appropriate KernelDesc object.
|
||||
*/
|
||||
KernelDesc compileComputeShaderFromString( const char* shaderString, const char* shaderName, int constBufferSize, D3D10_SHADER_MACRO *compileMacros = 0 );
|
||||
|
||||
bool buildShaders();
|
||||
|
||||
void resetNormalsAndAreas( int numVertices );
|
||||
|
||||
void normalizeNormalsAndAreas( int numVertices );
|
||||
|
||||
void executeUpdateSoftBodies( int firstTriangle, int numTriangles );
|
||||
|
||||
Vectormath::Aos::Vector3 ProjectOnAxis( const Vectormath::Aos::Vector3 &v, const Vectormath::Aos::Vector3 &a );
|
||||
|
||||
void ApplyClampedForce( float solverdt, const Vectormath::Aos::Vector3 &force, const Vectormath::Aos::Vector3 &vertexVelocity, float inverseMass, Vectormath::Aos::Vector3 &vertexForce );
|
||||
|
||||
virtual void applyForces( float solverdt );
|
||||
|
||||
void updateConstants( float timeStep );
|
||||
|
||||
btAcceleratedSoftBodyInterface *findSoftBodyInterface( const btSoftBody* const softBody );
|
||||
|
||||
//////////////////////////////////////
|
||||
// Kernel dispatches
|
||||
void prepareLinks();
|
||||
|
||||
void updatePositionsFromVelocities( float solverdt );
|
||||
void solveLinksForPosition( int startLink, int numLinks, float kst, float ti );
|
||||
void solveLinksForVelocity( int startLink, int numLinks, float kst );
|
||||
|
||||
void updateVelocitiesFromPositionsWithVelocities( float isolverdt );
|
||||
void updateVelocitiesFromPositionsWithoutVelocities( float isolverdt );
|
||||
|
||||
void solveLinksForPosition( int startLink, int numLinks, float kst, float ti );
|
||||
|
||||
// End kernel dispatches
|
||||
/////////////////////////////////////
|
||||
|
||||
void releaseKernels();
|
||||
|
||||
|
||||
public:
|
||||
btDX11SIMDAwareSoftBodySolver(ID3D11Device * dx11Device, ID3D11DeviceContext* dx11Context);
|
||||
|
||||
virtual ~btDX11SIMDAwareSoftBodySolver();
|
||||
|
||||
|
||||
|
||||
virtual btSoftBodyLinkData &getLinkData();
|
||||
|
||||
virtual btSoftBodyVertexData &getVertexData();
|
||||
|
||||
virtual btSoftBodyTriangleData &getTriangleData();
|
||||
|
||||
|
||||
|
||||
virtual bool checkInitialized();
|
||||
|
||||
virtual void updateSoftBodies( );
|
||||
|
||||
virtual void optimize( btAlignedObjectArray< btSoftBody * > &softBodies );
|
||||
|
||||
virtual void solveConstraints( float solverdt );
|
||||
|
||||
virtual void predictMotion( float solverdt );
|
||||
|
||||
virtual void copySoftBodyToVertexBuffer( const btSoftBody *const softBody, btVertexBufferDescriptor *vertexBuffer );
|
||||
|
||||
virtual SolverTypes getSolverType() const
|
||||
{
|
||||
return DX_SIMD_SOLVER;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
#endif // #ifndef BT_SOFT_BODY_DX11_SOLVER_SIMDAWARE_H
|
||||
|
||||
@@ -11,15 +11,21 @@ ADD_DEFINITIONS(-DCL_PLATFORM_AMD)
|
||||
|
||||
SET(BulletSoftBodyOpenCLSolvers_SRCS
|
||||
../btSoftBodySolver_OpenCL.cpp
|
||||
../btSoftBodySolver_OpenCLSIMDAware.cpp
|
||||
../btSoftBodySolverOutputCLtoGL.cpp
|
||||
)
|
||||
|
||||
SET(BulletSoftBodyOpenCLSolvers_HDRS
|
||||
../btSoftBodySolver_OpenCL.h
|
||||
../btSoftBodySolver_OpenCLSIMDAware.h
|
||||
../../CPU/btSoftBodySolverData.h
|
||||
../btSoftBodySolverVertexData_OpenCL.h
|
||||
../btSoftBodySolverTriangleData_OpenCL.h
|
||||
../btSoftBodySolverLinkData_OpenCL.h
|
||||
../btSoftBodySolverLinkData_OpenCLSIMDAware.h
|
||||
../btSoftBodySolverBuffer_OpenCL.h
|
||||
../btSoftBodySolverVertexBuffer_OpenGL.h
|
||||
../btSoftBodySolverOutputCLtoGL.h
|
||||
)
|
||||
|
||||
# OpenCL and HLSL Shaders.
|
||||
|
||||
@@ -5,8 +5,11 @@ INCLUDE_DIRECTORIES(
|
||||
)
|
||||
|
||||
|
||||
|
||||
SET(BulletSoftBodyOpenCLSolvers_SRCS
|
||||
../btSoftBodySolver_OpenCL.cpp
|
||||
../btSoftBodySolver_OpenCLSIMDAware.cpp
|
||||
../btSoftBodySolverOutputCLtoGL.cpp
|
||||
)
|
||||
|
||||
SET(BulletSoftBodyOpenCLSolvers_HDRS
|
||||
@@ -15,7 +18,10 @@ SET(BulletSoftBodyOpenCLSolvers_HDRS
|
||||
../btSoftBodySolverVertexData_OpenCL.h
|
||||
../btSoftBodySolverTriangleData_OpenCL.h
|
||||
../btSoftBodySolverLinkData_OpenCL.h
|
||||
../btSoftBodySolverLinkData_OpenCLSIMDAware.h
|
||||
../btSoftBodySolverBuffer_OpenCL.h
|
||||
../btSoftBodySolverVertexBuffer_OpenGL.h
|
||||
../btSoftBodySolverOutputCLtoGL.h
|
||||
)
|
||||
|
||||
# OpenCL and HLSL Shaders.
|
||||
|
||||
@@ -65,6 +65,9 @@ public:
|
||||
cl_mem_flags flags= m_readOnlyOnGPU ? CL_MEM_READ_ONLY : CL_MEM_READ_WRITE;
|
||||
|
||||
size_t size = m_CPUBuffer->size() * sizeof(ElementType);
|
||||
// At a minimum the buffer must exist
|
||||
if( size == 0 )
|
||||
size = sizeof(ElementType);
|
||||
m_buffer = clCreateBuffer(m_clContext, flags, size, 0, &err);
|
||||
if( err != CL_SUCCESS )
|
||||
{
|
||||
@@ -81,6 +84,7 @@ public:
|
||||
btOpenCLBuffer( cl_command_queue commandQue,cl_context ctx, btAlignedObjectArray< ElementType >* CPUBuffer, bool readOnly)
|
||||
:m_cqCommandQue(commandQue),
|
||||
m_clContext(ctx),
|
||||
m_buffer(0),
|
||||
m_CPUBuffer(CPUBuffer),
|
||||
m_gpuSize(0),
|
||||
m_onGPU(false),
|
||||
@@ -91,6 +95,7 @@ public:
|
||||
|
||||
~btOpenCLBuffer()
|
||||
{
|
||||
clReleaseMemObject(m_buffer);
|
||||
}
|
||||
|
||||
|
||||
@@ -105,6 +110,16 @@ public:
|
||||
m_onGPU = false;
|
||||
}
|
||||
|
||||
if( !m_allocated && m_CPUBuffer->size() == 0 )
|
||||
{
|
||||
// If it isn't on the GPU and yet there is no data on the CPU side this may cause a problem with some kernels.
|
||||
// We should create *something* on the device side
|
||||
if (!createBuffer()) {
|
||||
return false;
|
||||
}
|
||||
m_allocated = true;
|
||||
}
|
||||
|
||||
if( !m_onGPU && m_CPUBuffer->size() > 0 )
|
||||
{
|
||||
if (!m_allocated || (m_CPUBuffer->size() != m_gpuSize)) {
|
||||
|
||||
@@ -20,10 +20,26 @@ subject to the following restrictions:
|
||||
#include "btSoftBodySolver_OpenCL.h"
|
||||
#include "BulletSoftBody/btSoftBodySolverVertexBuffer.h"
|
||||
#include "BulletSoftBody/btSoftBody.h"
|
||||
#include "BulletCollision/CollisionShapes/btCapsuleShape.h"
|
||||
#include "LinearMath/btQuickprof.h"
|
||||
|
||||
#ifdef USE_MINICL
|
||||
#include "MiniCL/cl.h"
|
||||
#else //USE_MINICL
|
||||
#ifdef __APPLE__
|
||||
#include <OpenCL/OpenCL.h>
|
||||
#else
|
||||
#include <CL/cl.h>
|
||||
#endif //__APPLE__
|
||||
#endif//USE_MINICL
|
||||
|
||||
#define BT_DEFAULT_WORKGROUPSIZE 128
|
||||
|
||||
|
||||
|
||||
#define RELEASE_CL_KERNEL(kernelName) {if( kernelName ){ clReleaseKernel( kernelName ); kernelName = 0; }}
|
||||
|
||||
|
||||
//CL_VERSION_1_1 seems broken on NVidia SDK so just disable it
|
||||
|
||||
#if (0)//CL_VERSION_1_1 == 1)
|
||||
@@ -49,6 +65,10 @@ static char* UpdateNormalsCLString =
|
||||
#include "OpenCLC/UpdateNormals.cl"
|
||||
static char* VSolveLinksCLString =
|
||||
#include "OpenCLC/VSolveLinks.cl"
|
||||
static char* ComputeBoundsCLString =
|
||||
#include "OpenCLC/ComputeBounds.cl"
|
||||
static char* SolveCollisionsAndUpdateVelocitiesCLString =
|
||||
#include "OpenCLC/SolveCollisionsAndUpdateVelocities.cl"
|
||||
#else
|
||||
////OpenCL 1.0 kernels don't use float3
|
||||
#define MSTRINGIFY(A) #A
|
||||
@@ -72,6 +92,10 @@ static char* UpdateNormalsCLString =
|
||||
#include "OpenCLC10/UpdateNormals.cl"
|
||||
static char* VSolveLinksCLString =
|
||||
#include "OpenCLC10/VSolveLinks.cl"
|
||||
static char* ComputeBoundsCLString =
|
||||
#include "OpenCLC10/ComputeBounds.cl"
|
||||
static char* SolveCollisionsAndUpdateVelocitiesCLString =
|
||||
#include "OpenCLC10/SolveCollisionsAndUpdateVelocities.cl"
|
||||
#endif //CL_VERSION_1_1
|
||||
|
||||
|
||||
@@ -583,6 +607,7 @@ btOpenCLSoftBodySolver::btOpenCLSoftBodySolver(cl_command_queue queue, cl_contex
|
||||
m_linkData(queue, ctx),
|
||||
m_vertexData(queue, ctx),
|
||||
m_triangleData(queue, ctx),
|
||||
clFunctions(queue, ctx),
|
||||
m_clPerClothAcceleration(queue, ctx, &m_perClothAcceleration, true ),
|
||||
m_clPerClothWindVelocity(queue, ctx, &m_perClothWindVelocity, true ),
|
||||
m_clPerClothDampingFactor(queue,ctx, &m_perClothDampingFactor, true ),
|
||||
@@ -590,6 +615,11 @@ btOpenCLSoftBodySolver::btOpenCLSoftBodySolver(cl_command_queue queue, cl_contex
|
||||
m_clPerClothLiftFactor(queue, ctx,&m_perClothLiftFactor, true ),
|
||||
m_clPerClothDragFactor(queue, ctx,&m_perClothDragFactor, true ),
|
||||
m_clPerClothMediumDensity(queue, ctx,&m_perClothMediumDensity, true ),
|
||||
m_clPerClothCollisionObjects( queue, ctx, &m_perClothCollisionObjects, true ),
|
||||
m_clCollisionObjectDetails( queue, ctx, &m_collisionObjectDetails, true ),
|
||||
m_clPerClothMinBounds( queue, ctx, &m_perClothMinBounds, false ),
|
||||
m_clPerClothMaxBounds( queue, ctx, &m_perClothMaxBounds, false ),
|
||||
m_clPerClothFriction( queue, ctx, &m_perClothFriction, false ),
|
||||
m_cqCommandQue( queue ),
|
||||
m_cxMainContext(ctx),
|
||||
m_defaultWorkGroupSize(BT_DEFAULT_WORKGROUPSIZE)
|
||||
@@ -600,15 +630,85 @@ btOpenCLSoftBodySolver::btOpenCLSoftBodySolver(cl_command_queue queue, cl_contex
|
||||
m_updateSolverConstants = true;
|
||||
|
||||
m_shadersInitialized = false;
|
||||
|
||||
prepareLinksKernel = 0;
|
||||
solvePositionsFromLinksKernel = 0;
|
||||
updateConstantsKernel = 0;
|
||||
integrateKernel = 0;
|
||||
addVelocityKernel = 0;
|
||||
updatePositionsFromVelocitiesKernel = 0;
|
||||
updateVelocitiesFromPositionsWithoutVelocitiesKernel = 0;
|
||||
updateVelocitiesFromPositionsWithVelocitiesKernel = 0;
|
||||
vSolveLinksKernel = 0;
|
||||
solveCollisionsAndUpdateVelocitiesKernel = 0;
|
||||
resetNormalsAndAreasKernel = 0;
|
||||
resetNormalsAndAreasKernel = 0;
|
||||
normalizeNormalsAndAreasKernel = 0;
|
||||
computeBoundsKernel = 0;
|
||||
outputToVertexArrayKernel = 0;
|
||||
applyForcesKernel = 0;
|
||||
}
|
||||
|
||||
btOpenCLSoftBodySolver::~btOpenCLSoftBodySolver()
|
||||
{
|
||||
releaseKernels();
|
||||
}
|
||||
|
||||
void btOpenCLSoftBodySolver::optimize( btAlignedObjectArray< btSoftBody * > &softBodies )
|
||||
void btOpenCLSoftBodySolver::releaseKernels()
|
||||
{
|
||||
if( m_softBodySet.size() != softBodies.size() )
|
||||
RELEASE_CL_KERNEL( prepareLinksKernel );
|
||||
RELEASE_CL_KERNEL( solvePositionsFromLinksKernel );
|
||||
RELEASE_CL_KERNEL( updateConstantsKernel );
|
||||
RELEASE_CL_KERNEL( integrateKernel );
|
||||
RELEASE_CL_KERNEL( addVelocityKernel );
|
||||
RELEASE_CL_KERNEL( updatePositionsFromVelocitiesKernel );
|
||||
RELEASE_CL_KERNEL( updateVelocitiesFromPositionsWithoutVelocitiesKernel );
|
||||
RELEASE_CL_KERNEL( updateVelocitiesFromPositionsWithVelocitiesKernel );
|
||||
RELEASE_CL_KERNEL( vSolveLinksKernel );
|
||||
RELEASE_CL_KERNEL( solveCollisionsAndUpdateVelocitiesKernel );
|
||||
RELEASE_CL_KERNEL( resetNormalsAndAreasKernel );
|
||||
RELEASE_CL_KERNEL( normalizeNormalsAndAreasKernel );
|
||||
RELEASE_CL_KERNEL( computeBoundsKernel );
|
||||
RELEASE_CL_KERNEL( outputToVertexArrayKernel );
|
||||
RELEASE_CL_KERNEL( applyForcesKernel );
|
||||
|
||||
m_shadersInitialized = false;
|
||||
}
|
||||
|
||||
void btOpenCLSoftBodySolver::copyBackToSoftBodies()
|
||||
{
|
||||
// Move the vertex data back to the host first
|
||||
m_vertexData.moveFromAccelerator();
|
||||
|
||||
// Loop over soft bodies, copying all the vertex positions back for each body in turn
|
||||
for( int softBodyIndex = 0; softBodyIndex < m_softBodySet.size(); ++softBodyIndex )
|
||||
{
|
||||
btOpenCLAcceleratedSoftBodyInterface *softBodyInterface = m_softBodySet[ softBodyIndex ];
|
||||
btSoftBody *softBody = softBodyInterface->getSoftBody();
|
||||
|
||||
int firstVertex = softBodyInterface->getFirstVertex();
|
||||
int numVertices = softBodyInterface->getNumVertices();
|
||||
|
||||
// Copy vertices from solver back into the softbody
|
||||
for( int vertex = 0; vertex < numVertices; ++vertex )
|
||||
{
|
||||
using Vectormath::Aos::Point3;
|
||||
Point3 vertexPosition( getVertexData().getVertexPositions()[firstVertex + vertex] );
|
||||
|
||||
softBody->m_nodes[vertex].m_x.setX( vertexPosition.getX() );
|
||||
softBody->m_nodes[vertex].m_x.setY( vertexPosition.getY() );
|
||||
softBody->m_nodes[vertex].m_x.setZ( vertexPosition.getZ() );
|
||||
|
||||
softBody->m_nodes[vertex].m_n.setX( vertexPosition.getX() );
|
||||
softBody->m_nodes[vertex].m_n.setY( vertexPosition.getY() );
|
||||
softBody->m_nodes[vertex].m_n.setZ( vertexPosition.getZ() );
|
||||
}
|
||||
}
|
||||
} // btOpenCLSoftBodySolver::copyBackToSoftBodies
|
||||
|
||||
void btOpenCLSoftBodySolver::optimize( btAlignedObjectArray< btSoftBody * > &softBodies, bool forceUpdate )
|
||||
{
|
||||
if( forceUpdate || m_softBodySet.size() != softBodies.size() )
|
||||
{
|
||||
// Have a change in the soft body set so update, reloading all the data
|
||||
getVertexData().clear();
|
||||
@@ -633,6 +733,11 @@ void btOpenCLSoftBodySolver::optimize( btAlignedObjectArray< btSoftBody * > &sof
|
||||
m_perClothLiftFactor.push_back( softBody->m_cfg.kLF );
|
||||
m_perClothDragFactor.push_back( softBody->m_cfg.kDG );
|
||||
m_perClothMediumDensity.push_back(softBody->getWorldInfo()->air_density);
|
||||
// Simple init values. Actually we'll put 0 and -1 into them at the appropriate time
|
||||
m_perClothMinBounds.push_back( UIntVector3(UINT_MAX, UINT_MAX, UINT_MAX) );
|
||||
m_perClothMaxBounds.push_back( UIntVector3(0, 0, 0) );
|
||||
m_perClothFriction.push_back( softBody->getFriction() );
|
||||
m_perClothCollisionObjects.push_back( CollisionObjectIndices(-1, -1) );
|
||||
|
||||
// Add space for new vertices and triangles in the default solver for now
|
||||
// TODO: Include space here for tearing too later
|
||||
@@ -738,12 +843,6 @@ btSoftBodyTriangleData &btOpenCLSoftBodySolver::getTriangleData()
|
||||
return m_triangleData;
|
||||
}
|
||||
|
||||
|
||||
bool btOpenCLSoftBodySolver::checkInitialized()
|
||||
{
|
||||
return buildShaders();
|
||||
}
|
||||
|
||||
void btOpenCLSoftBodySolver::resetNormalsAndAreas( int numVertices )
|
||||
{
|
||||
cl_int ciErrNum;
|
||||
@@ -751,11 +850,15 @@ void btOpenCLSoftBodySolver::resetNormalsAndAreas( int numVertices )
|
||||
ciErrNum = clSetKernelArg(resetNormalsAndAreasKernel, 1, sizeof(cl_mem), (void*)&m_vertexData.m_clVertexNormal.m_buffer);//oclCHECKERROR(ciErrNum, CL_SUCCESS);
|
||||
ciErrNum = clSetKernelArg(resetNormalsAndAreasKernel, 2, sizeof(cl_mem), (void*)&m_vertexData.m_clVertexArea.m_buffer); //oclCHECKERROR(ciErrNum, CL_SUCCESS);
|
||||
size_t numWorkItems = m_defaultWorkGroupSize*((numVertices + (m_defaultWorkGroupSize-1)) / m_defaultWorkGroupSize);
|
||||
ciErrNum = clEnqueueNDRangeKernel(m_cqCommandQue, resetNormalsAndAreasKernel, 1, NULL, &numWorkItems, &m_defaultWorkGroupSize, 0,0,0 );
|
||||
|
||||
if( ciErrNum != CL_SUCCESS )
|
||||
if (numWorkItems)
|
||||
{
|
||||
btAssert( 0 && "enqueueNDRangeKernel(resetNormalsAndAreasKernel)" );
|
||||
ciErrNum = clEnqueueNDRangeKernel(m_cqCommandQue, resetNormalsAndAreasKernel, 1, NULL, &numWorkItems, &m_defaultWorkGroupSize, 0,0,0 );
|
||||
|
||||
if( ciErrNum != CL_SUCCESS )
|
||||
{
|
||||
btAssert( 0 && "enqueueNDRangeKernel(resetNormalsAndAreasKernel)" );
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -770,10 +873,13 @@ void btOpenCLSoftBodySolver::normalizeNormalsAndAreas( int numVertices )
|
||||
ciErrNum = clSetKernelArg(normalizeNormalsAndAreasKernel, 2, sizeof(cl_mem), &m_vertexData.m_clVertexNormal.m_buffer);
|
||||
ciErrNum = clSetKernelArg(normalizeNormalsAndAreasKernel, 3, sizeof(cl_mem), &m_vertexData.m_clVertexArea.m_buffer);
|
||||
size_t numWorkItems = m_defaultWorkGroupSize*((numVertices + (m_defaultWorkGroupSize-1)) / m_defaultWorkGroupSize);
|
||||
ciErrNum = clEnqueueNDRangeKernel(m_cqCommandQue, normalizeNormalsAndAreasKernel, 1, NULL, &numWorkItems, &m_defaultWorkGroupSize, 0,0,0);
|
||||
if( ciErrNum != CL_SUCCESS )
|
||||
if (numWorkItems)
|
||||
{
|
||||
btAssert( 0 && "enqueueNDRangeKernel(normalizeNormalsAndAreasKernel)");
|
||||
ciErrNum = clEnqueueNDRangeKernel(m_cqCommandQue, normalizeNormalsAndAreasKernel, 1, NULL, &numWorkItems, &m_defaultWorkGroupSize, 0,0,0);
|
||||
if( ciErrNum != CL_SUCCESS )
|
||||
{
|
||||
btAssert( 0 && "enqueueNDRangeKernel(normalizeNormalsAndAreasKernel)");
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -875,10 +981,13 @@ void btOpenCLSoftBodySolver::applyForces( float solverdt )
|
||||
ciErrNum = clSetKernelArg(applyForcesKernel,12, sizeof(cl_mem), &m_vertexData.m_clVertexForceAccumulator.m_buffer);
|
||||
ciErrNum = clSetKernelArg(applyForcesKernel,13, sizeof(cl_mem), &m_vertexData.m_clVertexVelocity.m_buffer);
|
||||
size_t numWorkItems = m_defaultWorkGroupSize*((m_vertexData.getNumVertices() + (m_defaultWorkGroupSize-1)) / m_defaultWorkGroupSize);
|
||||
ciErrNum = clEnqueueNDRangeKernel(m_cqCommandQue,applyForcesKernel, 1, NULL, &numWorkItems, &m_defaultWorkGroupSize, 0,0,0);
|
||||
if( ciErrNum != CL_SUCCESS )
|
||||
if (numWorkItems)
|
||||
{
|
||||
btAssert( 0 && "enqueueNDRangeKernel(applyForcesKernel)");
|
||||
ciErrNum = clEnqueueNDRangeKernel(m_cqCommandQue,applyForcesKernel, 1, NULL, &numWorkItems, &m_defaultWorkGroupSize, 0,0,0);
|
||||
if( ciErrNum != CL_SUCCESS )
|
||||
{
|
||||
btAssert( 0 && "enqueueNDRangeKernel(applyForcesKernel)");
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -904,10 +1013,13 @@ void btOpenCLSoftBodySolver::integrate( float solverdt )
|
||||
ciErrNum = clSetKernelArg(integrateKernel, 6, sizeof(cl_mem), &m_vertexData.m_clVertexForceAccumulator.m_buffer);
|
||||
|
||||
size_t numWorkItems = m_defaultWorkGroupSize*((m_vertexData.getNumVertices() + (m_defaultWorkGroupSize-1)) / m_defaultWorkGroupSize);
|
||||
ciErrNum = clEnqueueNDRangeKernel(m_cqCommandQue,integrateKernel, 1, NULL, &numWorkItems, &m_defaultWorkGroupSize,0,0,0);
|
||||
if( ciErrNum != CL_SUCCESS )
|
||||
if (numWorkItems)
|
||||
{
|
||||
btAssert( 0 && "enqueueNDRangeKernel(integrateKernel)");
|
||||
ciErrNum = clEnqueueNDRangeKernel(m_cqCommandQue,integrateKernel, 1, NULL, &numWorkItems, &m_defaultWorkGroupSize,0,0,0);
|
||||
if( ciErrNum != CL_SUCCESS )
|
||||
{
|
||||
btAssert( 0 && "enqueueNDRangeKernel(integrateKernel)");
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -924,6 +1036,102 @@ float btOpenCLSoftBodySolver::computeTriangleArea(
|
||||
return area;
|
||||
}
|
||||
|
||||
|
||||
void btOpenCLSoftBodySolver::updateBounds()
|
||||
{
|
||||
|
||||
//#define USE_GPU_BOUNDS_COMPUTATION
|
||||
#ifdef USE_GPU_BOUNDS_COMPUTATION
|
||||
using Vectormath::Aos::Point3;
|
||||
// Interpretation structure for float and int
|
||||
|
||||
struct FPRep {
|
||||
unsigned int mantissa : 23;
|
||||
unsigned int exponent : 8;
|
||||
unsigned int sign : 1;
|
||||
};
|
||||
union FloatAsInt
|
||||
{
|
||||
float floatValue;
|
||||
int intValue;
|
||||
unsigned int uintValue;
|
||||
FPRep fpRep;
|
||||
};
|
||||
|
||||
|
||||
// Update bounds array to min and max int values to allow easy atomics
|
||||
for( int softBodyIndex = 0; softBodyIndex < m_softBodySet.size(); ++softBodyIndex )
|
||||
{
|
||||
m_perClothMinBounds[softBodyIndex] = UIntVector3( UINT_MAX, UINT_MAX, UINT_MAX );
|
||||
m_perClothMaxBounds[softBodyIndex] = UIntVector3( 0, 0, 0 );
|
||||
}
|
||||
|
||||
m_vertexData.moveToAccelerator();
|
||||
m_clPerClothMinBounds.moveToGPU();
|
||||
m_clPerClothMaxBounds.moveToGPU();
|
||||
|
||||
|
||||
computeBounds( );
|
||||
|
||||
|
||||
m_clPerClothMinBounds.moveFromGPU();
|
||||
m_clPerClothMaxBounds.moveFromGPU();
|
||||
|
||||
|
||||
|
||||
for( int softBodyIndex = 0; softBodyIndex < m_softBodySet.size(); ++softBodyIndex )
|
||||
{
|
||||
UIntVector3 minBoundUInt = m_perClothMinBounds[softBodyIndex];
|
||||
UIntVector3 maxBoundUInt = m_perClothMaxBounds[softBodyIndex];
|
||||
/*UIntVector3 minBoundUInt;
|
||||
minBoundUInt.x = m_perClothMinBounds[softBodyIndex*4];
|
||||
minBoundUInt.y = m_perClothMinBounds[softBodyIndex*4+1];
|
||||
minBoundUInt.z = m_perClothMinBounds[softBodyIndex*4+2];
|
||||
UIntVector3 maxBoundUInt;
|
||||
maxBoundUInt.x = m_perClothMaxBounds[softBodyIndex*4];
|
||||
maxBoundUInt.y = m_perClothMaxBounds[softBodyIndex*4+1];
|
||||
maxBoundUInt.z = m_perClothMaxBounds[softBodyIndex*4+2];*/
|
||||
|
||||
// Convert back to float
|
||||
FloatAsInt fai;
|
||||
|
||||
btVector3 minBound;
|
||||
fai.uintValue = minBoundUInt.x;
|
||||
fai.uintValue ^= (((fai.uintValue >> 31) - 1) | 0x80000000);
|
||||
minBound.setX( fai.floatValue );
|
||||
fai.uintValue = minBoundUInt.y;
|
||||
fai.uintValue ^= (((fai.uintValue >> 31) - 1) | 0x80000000);
|
||||
minBound.setY( fai.floatValue );
|
||||
fai.uintValue = minBoundUInt.z;
|
||||
fai.uintValue ^= (((fai.uintValue >> 31) - 1) | 0x80000000);
|
||||
minBound.setZ( fai.floatValue );
|
||||
|
||||
btVector3 maxBound;
|
||||
fai.uintValue = maxBoundUInt.x;
|
||||
fai.uintValue ^= (((fai.uintValue >> 31) - 1) | 0x80000000);
|
||||
maxBound.setX( fai.floatValue );
|
||||
fai.uintValue = maxBoundUInt.y;
|
||||
fai.uintValue ^= (((fai.uintValue >> 31) - 1) | 0x80000000);
|
||||
maxBound.setY( fai.floatValue );
|
||||
fai.uintValue = maxBoundUInt.z;
|
||||
fai.uintValue ^= (((fai.uintValue >> 31) - 1) | 0x80000000);
|
||||
maxBound.setZ( fai.floatValue );
|
||||
|
||||
|
||||
// And finally assign to the soft body
|
||||
m_softBodySet[softBodyIndex]->updateBounds( minBound, maxBound );
|
||||
}
|
||||
#else
|
||||
for( int softBodyIndex = 0; softBodyIndex < m_softBodySet.size(); ++softBodyIndex )
|
||||
{
|
||||
btVector3 minBound(-1e30,-1e30,-1e30), maxBound(1e30,1e30,1e30);
|
||||
m_softBodySet[softBodyIndex]->updateBounds( minBound, maxBound );
|
||||
}
|
||||
#endif//USE_GPU_BOUNDS_COMPUTATION
|
||||
|
||||
} // btOpenCLSoftBodySolver::updateBounds
|
||||
|
||||
|
||||
void btOpenCLSoftBodySolver::updateConstants( float timeStep )
|
||||
{
|
||||
|
||||
@@ -954,6 +1162,66 @@ void btOpenCLSoftBodySolver::updateConstants( float timeStep )
|
||||
|
||||
}
|
||||
|
||||
class QuickSortCompare
|
||||
{
|
||||
public:
|
||||
|
||||
bool operator() ( const CollisionShapeDescription& a, const CollisionShapeDescription& b )
|
||||
{
|
||||
return ( a.softBodyIdentifier < b.softBodyIdentifier );
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* Sort the collision object details array and generate indexing into it for the per-cloth collision object array.
|
||||
*/
|
||||
void btOpenCLSoftBodySolver::prepareCollisionConstraints()
|
||||
{
|
||||
// First do a simple sort on the collision objects
|
||||
btAlignedObjectArray<int> numObjectsPerClothPrefixSum;
|
||||
btAlignedObjectArray<int> numObjectsPerCloth;
|
||||
numObjectsPerCloth.resize( m_softBodySet.size(), 0 );
|
||||
numObjectsPerClothPrefixSum.resize( m_softBodySet.size(), 0 );
|
||||
|
||||
|
||||
|
||||
m_collisionObjectDetails.quickSort( QuickSortCompare() );
|
||||
|
||||
if (!m_perClothCollisionObjects.size())
|
||||
return;
|
||||
|
||||
// Generating indexing for perClothCollisionObjects
|
||||
// First clear the previous values with the "no collision object for cloth" constant
|
||||
for( int clothIndex = 0; clothIndex < m_perClothCollisionObjects.size(); ++clothIndex )
|
||||
{
|
||||
m_perClothCollisionObjects[clothIndex].firstObject = -1;
|
||||
m_perClothCollisionObjects[clothIndex].endObject = -1;
|
||||
}
|
||||
int currentCloth = 0;
|
||||
int startIndex = 0;
|
||||
for( int collisionObject = 0; collisionObject < m_collisionObjectDetails.size(); ++collisionObject )
|
||||
{
|
||||
int nextCloth = m_collisionObjectDetails[collisionObject].softBodyIdentifier;
|
||||
if( nextCloth != currentCloth )
|
||||
{
|
||||
// Changed cloth in the array
|
||||
// Set the end index and the range is what we need for currentCloth
|
||||
m_perClothCollisionObjects[currentCloth].firstObject = startIndex;
|
||||
m_perClothCollisionObjects[currentCloth].endObject = collisionObject;
|
||||
currentCloth = nextCloth;
|
||||
startIndex = collisionObject;
|
||||
}
|
||||
}
|
||||
|
||||
// And update last cloth
|
||||
m_perClothCollisionObjects[currentCloth].firstObject = startIndex;
|
||||
m_perClothCollisionObjects[currentCloth].endObject = m_collisionObjectDetails.size();
|
||||
|
||||
} // btOpenCLSoftBodySolver::prepareCollisionConstraints
|
||||
|
||||
|
||||
|
||||
void btOpenCLSoftBodySolver::solveConstraints( float solverdt )
|
||||
{
|
||||
|
||||
@@ -993,6 +1261,9 @@ void btOpenCLSoftBodySolver::solveConstraints( float solverdt )
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
prepareCollisionConstraints();
|
||||
|
||||
// Compute new positions from velocity
|
||||
// Also update the previous position so that our position computation is now based on the new position from the velocity solution
|
||||
// rather than based directly on the original positions
|
||||
@@ -1016,8 +1287,9 @@ void btOpenCLSoftBodySolver::solveConstraints( float solverdt )
|
||||
|
||||
} // for( int iteration = 0; iteration < m_numberOfPositionIterations ; ++iteration )
|
||||
|
||||
|
||||
updateVelocitiesFromPositionsWithoutVelocities( 1.f/solverdt );
|
||||
|
||||
// At this point assume that the force array is blank - we will overwrite it
|
||||
solveCollisionsAndUpdateVelocities( 1.f/solverdt );
|
||||
|
||||
}
|
||||
|
||||
@@ -1158,19 +1430,88 @@ void btOpenCLSoftBodySolver::updateVelocitiesFromPositionsWithoutVelocities( flo
|
||||
|
||||
} // updateVelocitiesFromPositionsWithoutVelocities
|
||||
|
||||
|
||||
void btOpenCLSoftBodySolver::computeBounds( )
|
||||
{
|
||||
m_vertexData.moveToAccelerator();
|
||||
|
||||
cl_int ciErrNum;
|
||||
int numVerts = m_vertexData.getNumVertices();
|
||||
int numSoftBodies = m_softBodySet.size();
|
||||
ciErrNum = clSetKernelArg(computeBoundsKernel, 0, sizeof(int), &numVerts);
|
||||
ciErrNum = clSetKernelArg(computeBoundsKernel, 1, sizeof(int), &numSoftBodies);
|
||||
ciErrNum = clSetKernelArg(computeBoundsKernel, 2, sizeof(cl_mem),&m_vertexData.m_clClothIdentifier.m_buffer);
|
||||
ciErrNum = clSetKernelArg(computeBoundsKernel, 3, sizeof(cl_mem),&m_vertexData.m_clVertexPosition.m_buffer);
|
||||
ciErrNum = clSetKernelArg(computeBoundsKernel, 4, sizeof(cl_mem),&m_clPerClothMinBounds.m_buffer);
|
||||
ciErrNum = clSetKernelArg(computeBoundsKernel, 5, sizeof(cl_mem),&m_clPerClothMaxBounds.m_buffer);
|
||||
ciErrNum = clSetKernelArg(computeBoundsKernel, 6, sizeof(cl_uint4)*256,0);
|
||||
ciErrNum = clSetKernelArg(computeBoundsKernel, 7, sizeof(cl_uint4)*256,0);
|
||||
|
||||
size_t numWorkItems = m_defaultWorkGroupSize*((m_vertexData.getNumVertices() + (m_defaultWorkGroupSize-1)) / m_defaultWorkGroupSize);
|
||||
if (numWorkItems)
|
||||
{
|
||||
ciErrNum = clEnqueueNDRangeKernel(m_cqCommandQue,computeBoundsKernel, 1, NULL, &numWorkItems, &m_defaultWorkGroupSize,0,0,0);
|
||||
if( ciErrNum != CL_SUCCESS )
|
||||
{
|
||||
btAssert( 0 && "enqueueNDRangeKernel(computeBoundsKernel)");
|
||||
}
|
||||
}
|
||||
clFinish(m_cqCommandQue);
|
||||
} // btOpenCLSoftBodySolver::computeBounds
|
||||
|
||||
void btOpenCLSoftBodySolver::solveCollisionsAndUpdateVelocities( float isolverdt )
|
||||
{
|
||||
|
||||
// Copy kernel parameters to GPU
|
||||
m_vertexData.moveToAccelerator();
|
||||
m_clPerClothFriction.moveToGPU();
|
||||
m_clPerClothDampingFactor.moveToGPU();
|
||||
m_clPerClothCollisionObjects.moveToGPU();
|
||||
m_clCollisionObjectDetails.moveToGPU();
|
||||
|
||||
|
||||
cl_int ciErrNum;
|
||||
int numVerts = m_vertexData.getNumVertices();
|
||||
ciErrNum = clSetKernelArg(solveCollisionsAndUpdateVelocitiesKernel, 0, sizeof(int), &numVerts);
|
||||
ciErrNum = clSetKernelArg(solveCollisionsAndUpdateVelocitiesKernel, 1, sizeof(int), &isolverdt);
|
||||
ciErrNum = clSetKernelArg(solveCollisionsAndUpdateVelocitiesKernel, 2, sizeof(cl_mem),&m_vertexData.m_clClothIdentifier.m_buffer);
|
||||
ciErrNum = clSetKernelArg(solveCollisionsAndUpdateVelocitiesKernel, 3, sizeof(cl_mem),&m_vertexData.m_clVertexPreviousPosition.m_buffer);
|
||||
ciErrNum = clSetKernelArg(solveCollisionsAndUpdateVelocitiesKernel, 4, sizeof(cl_mem),&m_clPerClothFriction.m_buffer);
|
||||
ciErrNum = clSetKernelArg(solveCollisionsAndUpdateVelocitiesKernel, 5, sizeof(cl_mem),&m_clPerClothDampingFactor.m_buffer);
|
||||
ciErrNum = clSetKernelArg(solveCollisionsAndUpdateVelocitiesKernel, 6, sizeof(cl_mem),&m_clPerClothCollisionObjects.m_buffer);
|
||||
ciErrNum = clSetKernelArg(solveCollisionsAndUpdateVelocitiesKernel, 7, sizeof(cl_mem),&m_clCollisionObjectDetails.m_buffer);
|
||||
ciErrNum = clSetKernelArg(solveCollisionsAndUpdateVelocitiesKernel, 8, sizeof(cl_mem),&m_vertexData.m_clVertexForceAccumulator.m_buffer);
|
||||
ciErrNum = clSetKernelArg(solveCollisionsAndUpdateVelocitiesKernel, 9, sizeof(cl_mem),&m_vertexData.m_clVertexVelocity.m_buffer);
|
||||
ciErrNum = clSetKernelArg(solveCollisionsAndUpdateVelocitiesKernel, 10, sizeof(cl_mem),&m_vertexData.m_clVertexPosition.m_buffer);
|
||||
|
||||
size_t numWorkItems = m_defaultWorkGroupSize*((m_vertexData.getNumVertices() + (m_defaultWorkGroupSize-1)) / m_defaultWorkGroupSize);
|
||||
if (numWorkItems)
|
||||
{
|
||||
ciErrNum = clEnqueueNDRangeKernel(m_cqCommandQue,solveCollisionsAndUpdateVelocitiesKernel, 1, NULL, &numWorkItems, &m_defaultWorkGroupSize,0,0,0);
|
||||
if( ciErrNum != CL_SUCCESS )
|
||||
{
|
||||
btAssert( 0 && "enqueueNDRangeKernel(updateVelocitiesFromPositionsWithoutVelocitiesKernel)");
|
||||
}
|
||||
}
|
||||
|
||||
} // btOpenCLSoftBodySolver::updateVelocitiesFromPositionsWithoutVelocities
|
||||
|
||||
|
||||
|
||||
// End kernel dispatches
|
||||
/////////////////////////////////////
|
||||
|
||||
|
||||
void btOpenCLSoftBodySolver::copySoftBodyToVertexBuffer( const btSoftBody * const softBody, btVertexBufferDescriptor *vertexBuffer )
|
||||
void btSoftBodySolverOutputCLtoCPU::copySoftBodyToVertexBuffer( const btSoftBody * const softBody, btVertexBufferDescriptor *vertexBuffer )
|
||||
{
|
||||
// Currently only support CPU output buffers
|
||||
// TODO: check for DX11 buffers. Take all offsets into the same DX11 buffer
|
||||
// and use them together on a single kernel call if possible by setting up a
|
||||
// per-cloth target buffer array for the copy kernel.
|
||||
|
||||
btSoftBodySolver *solver = softBody->getSoftBodySolver();
|
||||
btAssert( solver->getSolverType() == btSoftBodySolver::CL_SOLVER || solver->getSolverType() == btSoftBodySolver::CL_SIMD_SOLVER );
|
||||
btOpenCLSoftBodySolver *dxSolver = static_cast< btOpenCLSoftBodySolver * >( solver );
|
||||
|
||||
btOpenCLAcceleratedSoftBodyInterface *currentCloth = findSoftBodyInterface( softBody );
|
||||
btOpenCLAcceleratedSoftBodyInterface* currentCloth = dxSolver->findSoftBodyInterface( softBody );
|
||||
btSoftBodyVertexDataOpenCL &vertexData( dxSolver->m_vertexData );
|
||||
|
||||
|
||||
const int firstVertex = currentCloth->getFirstVertex();
|
||||
const int lastVertex = firstVertex + currentCloth->getNumVertices();
|
||||
@@ -1180,8 +1521,8 @@ void btOpenCLSoftBodySolver::copySoftBodyToVertexBuffer( const btSoftBody * cons
|
||||
const btCPUVertexBufferDescriptor *cpuVertexBuffer = static_cast< btCPUVertexBufferDescriptor* >(vertexBuffer);
|
||||
float *basePointer = cpuVertexBuffer->getBasePointer();
|
||||
|
||||
m_vertexData.m_clVertexPosition.copyFromGPU();
|
||||
m_vertexData.m_clVertexNormal.copyFromGPU();
|
||||
vertexData.m_clVertexPosition.copyFromGPU();
|
||||
vertexData.m_clVertexNormal.copyFromGPU();
|
||||
|
||||
if( vertexBuffer->hasVertexPositions() )
|
||||
{
|
||||
@@ -1191,7 +1532,7 @@ void btOpenCLSoftBodySolver::copySoftBodyToVertexBuffer( const btSoftBody * cons
|
||||
|
||||
for( int vertexIndex = firstVertex; vertexIndex < lastVertex; ++vertexIndex )
|
||||
{
|
||||
Vectormath::Aos::Point3 position = m_vertexData.getPosition(vertexIndex);
|
||||
Vectormath::Aos::Point3 position = vertexData.getPosition(vertexIndex);
|
||||
*(vertexPointer + 0) = position.getX();
|
||||
*(vertexPointer + 1) = position.getY();
|
||||
*(vertexPointer + 2) = position.getZ();
|
||||
@@ -1206,7 +1547,7 @@ void btOpenCLSoftBodySolver::copySoftBodyToVertexBuffer( const btSoftBody * cons
|
||||
|
||||
for( int vertexIndex = firstVertex; vertexIndex < lastVertex; ++vertexIndex )
|
||||
{
|
||||
Vectormath::Aos::Vector3 normal = m_vertexData.getNormal(vertexIndex);
|
||||
Vectormath::Aos::Vector3 normal = vertexData.getNormal(vertexIndex);
|
||||
*(normalPointer + 0) = normal.getX();
|
||||
*(normalPointer + 1) = normal.getY();
|
||||
*(normalPointer + 2) = normal.getZ();
|
||||
@@ -1215,10 +1556,11 @@ void btOpenCLSoftBodySolver::copySoftBodyToVertexBuffer( const btSoftBody * cons
|
||||
}
|
||||
}
|
||||
|
||||
} // btCPUSoftBodySolver::outputToVertexBuffers
|
||||
} // btSoftBodySolverOutputCLtoCPU::outputToVertexBuffers
|
||||
|
||||
|
||||
cl_kernel btOpenCLSoftBodySolver::compileCLKernelFromString( const char* kernelSource, const char* kernelName )
|
||||
|
||||
cl_kernel CLFunctions::compileCLKernelFromString( const char* kernelSource, const char* kernelName, const char* additionalMacros )
|
||||
{
|
||||
printf("compiling kernelName: %s ",kernelName);
|
||||
cl_kernel kernel;
|
||||
@@ -1229,19 +1571,45 @@ cl_kernel btOpenCLSoftBodySolver::compileCLKernelFromString( const char* kernelS
|
||||
// oclCHECKERROR(ciErrNum, CL_SUCCESS);
|
||||
|
||||
// Build the program with 'mad' Optimization option
|
||||
|
||||
|
||||
#ifdef MAC
|
||||
char* flags = "-cl-mad-enable -DMAC -DGUID_ARG";
|
||||
#else
|
||||
const char* flags = "-DGUID_ARG=";
|
||||
//const char* flags = "-DGUID_ARG= -fno-alias";
|
||||
const char* flags = "-DGUID_ARG= ";
|
||||
#endif
|
||||
ciErrNum = clBuildProgram(m_cpProgram, 0, NULL, flags, NULL, NULL);
|
||||
|
||||
char* compileFlags = new char[strlen(additionalMacros) + strlen(flags) + 5];
|
||||
sprintf(compileFlags, "%s %s", flags, additionalMacros);
|
||||
ciErrNum = clBuildProgram(m_cpProgram, 0, NULL, compileFlags, NULL, NULL);
|
||||
if (ciErrNum != CL_SUCCESS)
|
||||
{
|
||||
printf("Error in clBuildProgram, Line %u in file %s !!!\n\n", __LINE__, __FILE__);
|
||||
size_t numDevices;
|
||||
clGetProgramInfo( m_cpProgram, CL_PROGRAM_DEVICES, 0, 0, &numDevices );
|
||||
cl_device_id *devices = new cl_device_id[numDevices];
|
||||
clGetProgramInfo( m_cpProgram, CL_PROGRAM_DEVICES, numDevices, devices, &numDevices );
|
||||
for( int i = 0; i < 2; ++i )
|
||||
{
|
||||
char *build_log;
|
||||
size_t ret_val_size;
|
||||
clGetProgramBuildInfo(m_cpProgram, devices[i], CL_PROGRAM_BUILD_LOG, 0, NULL, &ret_val_size);
|
||||
build_log = new char[ret_val_size+1];
|
||||
clGetProgramBuildInfo(m_cpProgram, devices[i], CL_PROGRAM_BUILD_LOG, ret_val_size, build_log, NULL);
|
||||
|
||||
// to be carefully, terminate with \0
|
||||
// there's no information in the reference whether the string is 0 terminated or not
|
||||
build_log[ret_val_size] = '\0';
|
||||
|
||||
|
||||
printf("Error in clBuildProgram, Line %u in file %s, Log: \n%s\n !!!\n\n", __LINE__, __FILE__, build_log);
|
||||
delete[] build_log;
|
||||
}
|
||||
btAssert(0);
|
||||
exit(0);
|
||||
}
|
||||
|
||||
|
||||
// Create the kernel
|
||||
kernel = clCreateKernel(m_cpProgram, kernelName, &ciErrNum);
|
||||
if (ciErrNum != CL_SUCCESS)
|
||||
@@ -1252,37 +1620,123 @@ cl_kernel btOpenCLSoftBodySolver::compileCLKernelFromString( const char* kernelS
|
||||
}
|
||||
|
||||
printf("ready. \n");
|
||||
delete [] compileFlags;
|
||||
return kernel;
|
||||
|
||||
}
|
||||
|
||||
void btOpenCLSoftBodySolver::predictMotion( float timeStep )
|
||||
{
|
||||
// Fill the force arrays with current acceleration data etc
|
||||
m_perClothWindVelocity.resize( m_softBodySet.size() );
|
||||
for( int softBodyIndex = 0; softBodyIndex < m_softBodySet.size(); ++softBodyIndex )
|
||||
// Clear the collision shape array for the next frame
|
||||
// Ensure that the DX11 ones are moved off the device so they will be updated correctly
|
||||
m_clCollisionObjectDetails.changedOnCPU();
|
||||
m_clPerClothCollisionObjects.changedOnCPU();
|
||||
m_collisionObjectDetails.clear();
|
||||
|
||||
{
|
||||
btSoftBody *softBody = m_softBodySet[softBodyIndex]->getSoftBody();
|
||||
|
||||
m_perClothWindVelocity[softBodyIndex] = toVector3(softBody->getWindVelocity());
|
||||
BT_PROFILE("perClothWindVelocity");
|
||||
// Fill the force arrays with current acceleration data etc
|
||||
m_perClothWindVelocity.resize( m_softBodySet.size() );
|
||||
for( int softBodyIndex = 0; softBodyIndex < m_softBodySet.size(); ++softBodyIndex )
|
||||
{
|
||||
btSoftBody *softBody = m_softBodySet[softBodyIndex]->getSoftBody();
|
||||
|
||||
m_perClothWindVelocity[softBodyIndex] = toVector3(softBody->getWindVelocity());
|
||||
}
|
||||
}
|
||||
{
|
||||
BT_PROFILE("changedOnCPU");
|
||||
m_clPerClothWindVelocity.changedOnCPU();
|
||||
}
|
||||
m_clPerClothWindVelocity.changedOnCPU();
|
||||
|
||||
// Apply forces that we know about to the cloths
|
||||
applyForces( timeStep * getTimeScale() );
|
||||
{
|
||||
BT_PROFILE("applyForces");
|
||||
// Apply forces that we know about to the cloths
|
||||
applyForces( timeStep * getTimeScale() );
|
||||
}
|
||||
|
||||
// Itegrate motion for all soft bodies dealt with by the solver
|
||||
integrate( timeStep * getTimeScale() );
|
||||
{
|
||||
BT_PROFILE("integrate");
|
||||
// Itegrate motion for all soft bodies dealt with by the solver
|
||||
integrate( timeStep * getTimeScale() );
|
||||
}
|
||||
|
||||
{
|
||||
BT_PROFILE("updateBounds");
|
||||
updateBounds();
|
||||
}
|
||||
// End prediction work for solvers
|
||||
}
|
||||
|
||||
static Vectormath::Aos::Transform3 toTransform3( const btTransform &transform )
|
||||
{
|
||||
Vectormath::Aos::Transform3 outTransform;
|
||||
outTransform.setCol(0, toVector3(transform.getBasis().getColumn(0)));
|
||||
outTransform.setCol(1, toVector3(transform.getBasis().getColumn(1)));
|
||||
outTransform.setCol(2, toVector3(transform.getBasis().getColumn(2)));
|
||||
outTransform.setCol(3, toVector3(transform.getOrigin()));
|
||||
return outTransform;
|
||||
}
|
||||
|
||||
void btOpenCLAcceleratedSoftBodyInterface::updateBounds( const btVector3 &lowerBound, const btVector3 &upperBound )
|
||||
{
|
||||
float scalarMargin = this->getSoftBody()->getCollisionShape()->getMargin();
|
||||
btVector3 vectorMargin( scalarMargin, scalarMargin, scalarMargin );
|
||||
m_softBody->m_bounds[0] = lowerBound - vectorMargin;
|
||||
m_softBody->m_bounds[1] = upperBound + vectorMargin;
|
||||
} // btOpenCLSoftBodySolver::btDX11AcceleratedSoftBodyInterface::updateBounds
|
||||
|
||||
void btOpenCLSoftBodySolver::processCollision( btSoftBody*, btSoftBody* )
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Add the collision object to the set to deal with for a particular soft body
|
||||
void btOpenCLSoftBodySolver::processCollision( btSoftBody *softBody, btCollisionObject* collisionObject )
|
||||
{
|
||||
int softBodyIndex = findSoftBodyIndex( softBody );
|
||||
|
||||
if( softBodyIndex >= 0 )
|
||||
{
|
||||
btCollisionShape *collisionShape = collisionObject->getCollisionShape();
|
||||
float friction = collisionObject->getFriction();
|
||||
int shapeType = collisionShape->getShapeType();
|
||||
if( shapeType == CAPSULE_SHAPE_PROXYTYPE )
|
||||
{
|
||||
// Add to the list of expected collision objects
|
||||
CollisionShapeDescription newCollisionShapeDescription;
|
||||
newCollisionShapeDescription.softBodyIdentifier = softBodyIndex;
|
||||
newCollisionShapeDescription.collisionShapeType = shapeType;
|
||||
// TODO: May need to transpose this matrix either here or in HLSL
|
||||
newCollisionShapeDescription.shapeTransform = toTransform3(collisionObject->getWorldTransform());
|
||||
btCapsuleShape *capsule = static_cast<btCapsuleShape*>( collisionShape );
|
||||
newCollisionShapeDescription.radius = capsule->getRadius();
|
||||
newCollisionShapeDescription.halfHeight = capsule->getHalfHeight();
|
||||
newCollisionShapeDescription.margin = capsule->getMargin();
|
||||
newCollisionShapeDescription.upAxis = capsule->getUpAxis();
|
||||
newCollisionShapeDescription.friction = friction;
|
||||
btRigidBody* body = static_cast< btRigidBody* >( collisionObject );
|
||||
newCollisionShapeDescription.linearVelocity = toVector3(body->getLinearVelocity());
|
||||
newCollisionShapeDescription.angularVelocity = toVector3(body->getAngularVelocity());
|
||||
m_collisionObjectDetails.push_back( newCollisionShapeDescription );
|
||||
|
||||
} else {
|
||||
btAssert("Unsupported collision shape type\n");
|
||||
}
|
||||
} else {
|
||||
btAssert("Unknown soft body");
|
||||
}
|
||||
} // btOpenCLSoftBodySolver::processCollision
|
||||
|
||||
|
||||
btOpenCLAcceleratedSoftBodyInterface *btOpenCLSoftBodySolver::findSoftBodyInterface( const btSoftBody* const softBody )
|
||||
|
||||
|
||||
|
||||
btOpenCLAcceleratedSoftBodyInterface* btOpenCLSoftBodySolver::findSoftBodyInterface( const btSoftBody* const softBody )
|
||||
{
|
||||
for( int softBodyIndex = 0; softBodyIndex < m_softBodySet.size(); ++softBodyIndex )
|
||||
{
|
||||
btOpenCLAcceleratedSoftBodyInterface *softBodyInterface = m_softBodySet[softBodyIndex];
|
||||
btOpenCLAcceleratedSoftBodyInterface* softBodyInterface = m_softBodySet[softBodyIndex];
|
||||
if( softBodyInterface->getSoftBody() == softBody )
|
||||
return softBodyInterface;
|
||||
}
|
||||
@@ -1290,27 +1744,50 @@ btOpenCLAcceleratedSoftBodyInterface *btOpenCLSoftBodySolver::findSoftBodyInterf
|
||||
}
|
||||
|
||||
|
||||
int btOpenCLSoftBodySolver::findSoftBodyIndex( const btSoftBody* const softBody )
|
||||
{
|
||||
for( int softBodyIndex = 0; softBodyIndex < m_softBodySet.size(); ++softBodyIndex )
|
||||
{
|
||||
btOpenCLAcceleratedSoftBodyInterface* softBodyInterface = m_softBodySet[softBodyIndex];
|
||||
if( softBodyInterface->getSoftBody() == softBody )
|
||||
return softBodyIndex;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
bool btOpenCLSoftBodySolver::checkInitialized()
|
||||
{
|
||||
if( !m_shadersInitialized )
|
||||
if( buildShaders() )
|
||||
m_shadersInitialized = true;
|
||||
|
||||
return m_shadersInitialized;
|
||||
}
|
||||
|
||||
bool btOpenCLSoftBodySolver::buildShaders()
|
||||
{
|
||||
// Ensure current kernels are released first
|
||||
releaseKernels();
|
||||
|
||||
bool returnVal = true;
|
||||
|
||||
if( m_shadersInitialized )
|
||||
return true;
|
||||
|
||||
prepareLinksKernel = compileCLKernelFromString( PrepareLinksCLString, "PrepareLinksKernel" );
|
||||
updatePositionsFromVelocitiesKernel = compileCLKernelFromString( UpdatePositionsFromVelocitiesCLString, "UpdatePositionsFromVelocitiesKernel" );
|
||||
solvePositionsFromLinksKernel = compileCLKernelFromString( SolvePositionsCLString, "SolvePositionsFromLinksKernel" );
|
||||
updateVelocitiesFromPositionsWithVelocitiesKernel = compileCLKernelFromString( UpdateNodesCLString, "updateVelocitiesFromPositionsWithVelocitiesKernel" );
|
||||
updateVelocitiesFromPositionsWithoutVelocitiesKernel = compileCLKernelFromString( UpdatePositionsCLString, "updateVelocitiesFromPositionsWithoutVelocitiesKernel" );
|
||||
integrateKernel = compileCLKernelFromString( IntegrateCLString, "IntegrateKernel" );
|
||||
applyForcesKernel = compileCLKernelFromString( ApplyForcesCLString, "ApplyForcesKernel" );
|
||||
prepareLinksKernel = clFunctions.compileCLKernelFromString( PrepareLinksCLString, "PrepareLinksKernel" );
|
||||
updatePositionsFromVelocitiesKernel = clFunctions.compileCLKernelFromString( UpdatePositionsFromVelocitiesCLString, "UpdatePositionsFromVelocitiesKernel" );
|
||||
solvePositionsFromLinksKernel = clFunctions.compileCLKernelFromString( SolvePositionsCLString, "SolvePositionsFromLinksKernel" );
|
||||
updateVelocitiesFromPositionsWithVelocitiesKernel = clFunctions.compileCLKernelFromString( UpdateNodesCLString, "updateVelocitiesFromPositionsWithVelocitiesKernel" );
|
||||
updateVelocitiesFromPositionsWithoutVelocitiesKernel = clFunctions.compileCLKernelFromString( UpdatePositionsCLString, "updateVelocitiesFromPositionsWithoutVelocitiesKernel" );
|
||||
computeBoundsKernel = clFunctions.compileCLKernelFromString( ComputeBoundsCLString, "ComputeBoundsKernel" );
|
||||
solveCollisionsAndUpdateVelocitiesKernel = clFunctions.compileCLKernelFromString( SolveCollisionsAndUpdateVelocitiesCLString, "SolveCollisionsAndUpdateVelocitiesKernel" );
|
||||
integrateKernel = clFunctions.compileCLKernelFromString( IntegrateCLString, "IntegrateKernel" );
|
||||
applyForcesKernel = clFunctions.compileCLKernelFromString( ApplyForcesCLString, "ApplyForcesKernel" );
|
||||
|
||||
// TODO: Rename to UpdateSoftBodies
|
||||
resetNormalsAndAreasKernel = compileCLKernelFromString( UpdateNormalsCLString, "ResetNormalsAndAreasKernel" );
|
||||
normalizeNormalsAndAreasKernel = compileCLKernelFromString( UpdateNormalsCLString, "NormalizeNormalsAndAreasKernel" );
|
||||
updateSoftBodiesKernel = compileCLKernelFromString( UpdateNormalsCLString, "UpdateSoftBodiesKernel" );
|
||||
//outputToVertexArrayWithNormalsKernel = compileCLKernelFromString( OutputToVertexArrayCLString, "OutputToVertexArrayWithNormalsKernel" );
|
||||
//outputToVertexArrayWithoutNormalsKernel = compileCLKernelFromString( OutputToVertexArrayCLString, "OutputToVertexArrayWithoutNormalsKernel" );
|
||||
resetNormalsAndAreasKernel = clFunctions.compileCLKernelFromString( UpdateNormalsCLString, "ResetNormalsAndAreasKernel" );
|
||||
normalizeNormalsAndAreasKernel = clFunctions.compileCLKernelFromString( UpdateNormalsCLString, "NormalizeNormalsAndAreasKernel" );
|
||||
updateSoftBodiesKernel = clFunctions.compileCLKernelFromString( UpdateNormalsCLString, "UpdateSoftBodiesKernel" );
|
||||
|
||||
|
||||
if( returnVal )
|
||||
|
||||
@@ -25,12 +25,60 @@ subject to the following restrictions:
|
||||
#include "btSoftBodySolverVertexData_OpenCL.h"
|
||||
#include "btSoftBodySolverTriangleData_OpenCL.h"
|
||||
|
||||
class CLFunctions
|
||||
{
|
||||
protected:
|
||||
cl_command_queue m_cqCommandQue;
|
||||
cl_context m_cxMainContext;
|
||||
|
||||
public:
|
||||
CLFunctions(cl_command_queue cqCommandQue, cl_context cxMainContext) :
|
||||
m_cqCommandQue( cqCommandQue ),
|
||||
m_cxMainContext( cxMainContext )
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Compile a compute shader kernel from a string and return the appropriate cl_kernel object.
|
||||
*/
|
||||
cl_kernel compileCLKernelFromString( const char* kernelSource, const char* kernelName, const char* additionalMacros = "" );
|
||||
};
|
||||
|
||||
/**
|
||||
* SoftBody class to maintain information about a soft body instance
|
||||
* within a solver.
|
||||
* This data addresses the main solver arrays.
|
||||
* Entry in the collision shape array.
|
||||
* Specifies the shape type, the transform matrix and the necessary details of the collisionShape.
|
||||
*/
|
||||
struct CollisionShapeDescription
|
||||
{
|
||||
Vectormath::Aos::Transform3 shapeTransform;
|
||||
Vectormath::Aos::Vector3 linearVelocity;
|
||||
Vectormath::Aos::Vector3 angularVelocity;
|
||||
|
||||
int softBodyIdentifier;
|
||||
int collisionShapeType;
|
||||
|
||||
// Both needed for capsule
|
||||
float radius;
|
||||
float halfHeight;
|
||||
int upAxis;
|
||||
|
||||
float margin;
|
||||
float friction;
|
||||
|
||||
CollisionShapeDescription()
|
||||
{
|
||||
collisionShapeType = 0;
|
||||
margin = 0;
|
||||
friction = 0;
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* SoftBody class to maintain information about a soft body instance
|
||||
* within a solver.
|
||||
* This data addresses the main solver arrays.
|
||||
*/
|
||||
class btOpenCLAcceleratedSoftBodyInterface
|
||||
{
|
||||
protected:
|
||||
@@ -100,6 +148,11 @@ public:
|
||||
{
|
||||
return m_firstTriangle;
|
||||
}
|
||||
|
||||
/**
|
||||
* Update the bounds in the btSoftBody object
|
||||
*/
|
||||
void updateBounds( const btVector3 &lowerBound, const btVector3 &upperBound );
|
||||
|
||||
// TODO: All of these set functions will have to do checks and
|
||||
// update the world because restructuring of the arrays will be necessary
|
||||
@@ -108,7 +161,7 @@ public:
|
||||
{
|
||||
m_numVertices = numVertices;
|
||||
}
|
||||
|
||||
|
||||
void setNumTriangles( int numTriangles )
|
||||
{
|
||||
m_numTriangles = numTriangles;
|
||||
@@ -172,20 +225,61 @@ public:
|
||||
};
|
||||
|
||||
|
||||
|
||||
class btOpenCLSoftBodySolver : public btSoftBodySolver
|
||||
{
|
||||
private:
|
||||
public:
|
||||
|
||||
|
||||
struct UIntVector3
|
||||
{
|
||||
UIntVector3()
|
||||
{
|
||||
x = 0;
|
||||
y = 0;
|
||||
z = 0;
|
||||
_padding = 0;
|
||||
}
|
||||
|
||||
UIntVector3( unsigned int x_, unsigned int y_, unsigned int z_ )
|
||||
{
|
||||
x = x_;
|
||||
y = y_;
|
||||
z = z_;
|
||||
_padding = 0;
|
||||
}
|
||||
|
||||
unsigned int x;
|
||||
unsigned int y;
|
||||
unsigned int z;
|
||||
unsigned int _padding;
|
||||
};
|
||||
|
||||
struct CollisionObjectIndices
|
||||
{
|
||||
CollisionObjectIndices( int f, int e )
|
||||
{
|
||||
firstObject = f;
|
||||
endObject = e;
|
||||
}
|
||||
|
||||
int firstObject;
|
||||
int endObject;
|
||||
};
|
||||
|
||||
btSoftBodyLinkDataOpenCL m_linkData;
|
||||
btSoftBodyVertexDataOpenCL m_vertexData;
|
||||
btSoftBodyTriangleDataOpenCL m_triangleData;
|
||||
|
||||
protected:
|
||||
|
||||
CLFunctions clFunctions;
|
||||
|
||||
/** Variable to define whether we need to update solver constants on the next iteration */
|
||||
bool m_updateSolverConstants;
|
||||
|
||||
bool m_shadersInitialized;
|
||||
|
||||
|
||||
/**
|
||||
* Cloths owned by this solver.
|
||||
* Only our cloths are in this array.
|
||||
@@ -224,6 +318,46 @@ private:
|
||||
btAlignedObjectArray< float > m_perClothMediumDensity;
|
||||
btOpenCLBuffer<float> m_clPerClothMediumDensity;
|
||||
|
||||
/**
|
||||
* Collision shape details: pair of index of first collision shape for the cloth and number of collision objects.
|
||||
*/
|
||||
btAlignedObjectArray< CollisionObjectIndices > m_perClothCollisionObjects;
|
||||
btOpenCLBuffer<CollisionObjectIndices> m_clPerClothCollisionObjects;
|
||||
|
||||
/**
|
||||
* Collision shapes being passed across to the cloths in this solver.
|
||||
*/
|
||||
btAlignedObjectArray< CollisionShapeDescription > m_collisionObjectDetails;
|
||||
btOpenCLBuffer< CollisionShapeDescription > m_clCollisionObjectDetails;
|
||||
|
||||
/**
|
||||
* Minimum bounds for each cloth.
|
||||
* Updated by GPU and returned for use by broad phase.
|
||||
* These are int vectors as a reminder that they store the int representation of a float, not a float.
|
||||
* Bit 31 is inverted - is floats are stored with int-sortable values.
|
||||
* This is really a uint4 array but thanks to a limitation of OpenCL atomics we are using uints.
|
||||
*/
|
||||
btAlignedObjectArray< UIntVector3 > m_perClothMinBounds;
|
||||
btOpenCLBuffer< UIntVector3 > m_clPerClothMinBounds;
|
||||
|
||||
/**
|
||||
* Maximum bounds for each cloth.
|
||||
* Updated by GPU and returned for use by broad phase.
|
||||
* These are int vectors as a reminder that they store the int representation of a float, not a float.
|
||||
* Bit 31 is inverted - is floats are stored with int-sortable values.
|
||||
*/
|
||||
btAlignedObjectArray< UIntVector3 > m_perClothMaxBounds;
|
||||
btOpenCLBuffer< UIntVector3 > m_clPerClothMaxBounds;
|
||||
|
||||
|
||||
/**
|
||||
* Friction coefficient for each cloth
|
||||
*/
|
||||
btAlignedObjectArray< float > m_perClothFriction;
|
||||
btOpenCLBuffer< float > m_clPerClothFriction;
|
||||
|
||||
|
||||
|
||||
cl_kernel prepareLinksKernel;
|
||||
cl_kernel solvePositionsFromLinksKernel;
|
||||
cl_kernel updateConstantsKernel;
|
||||
@@ -233,41 +367,37 @@ private:
|
||||
cl_kernel updateVelocitiesFromPositionsWithoutVelocitiesKernel;
|
||||
cl_kernel updateVelocitiesFromPositionsWithVelocitiesKernel;
|
||||
cl_kernel vSolveLinksKernel;
|
||||
cl_kernel solveCollisionsAndUpdateVelocitiesKernel;
|
||||
cl_kernel resetNormalsAndAreasKernel;
|
||||
cl_kernel normalizeNormalsAndAreasKernel;
|
||||
cl_kernel computeBoundsKernel;
|
||||
cl_kernel updateSoftBodiesKernel;
|
||||
cl_kernel outputToVertexArrayWithNormalsKernel;
|
||||
cl_kernel outputToVertexArrayWithoutNormalsKernel;
|
||||
|
||||
cl_kernel outputToVertexArrayKernel;
|
||||
cl_kernel applyForcesKernel;
|
||||
cl_kernel collideSphereKernel;
|
||||
cl_kernel collideCylinderKernel;
|
||||
|
||||
cl_command_queue m_cqCommandQue;
|
||||
cl_context m_cxMainContext;
|
||||
|
||||
|
||||
size_t m_defaultWorkGroupSize;
|
||||
|
||||
|
||||
/**
|
||||
* Compile a compute shader kernel from a string and return the appropriate cl_kernel object.
|
||||
*/
|
||||
cl_kernel compileCLKernelFromString( const char *shaderString, const char *shaderName );
|
||||
|
||||
bool buildShaders();
|
||||
virtual bool buildShaders();
|
||||
|
||||
void resetNormalsAndAreas( int numVertices );
|
||||
|
||||
void normalizeNormalsAndAreas( int numVertices );
|
||||
|
||||
void executeUpdateSoftBodies( int firstTriangle, int numTriangles );
|
||||
|
||||
void prepareCollisionConstraints();
|
||||
|
||||
Vectormath::Aos::Vector3 ProjectOnAxis( const Vectormath::Aos::Vector3 &v, const Vectormath::Aos::Vector3 &a );
|
||||
|
||||
void ApplyClampedForce( float solverdt, const Vectormath::Aos::Vector3 &force, const Vectormath::Aos::Vector3 &vertexVelocity, float inverseMass, Vectormath::Aos::Vector3 &vertexForce );
|
||||
|
||||
btOpenCLAcceleratedSoftBodyInterface *findSoftBodyInterface( const btSoftBody* const softBody );
|
||||
|
||||
int findSoftBodyIndex( const btSoftBody* const softBody );
|
||||
|
||||
virtual void applyForces( float solverdt );
|
||||
|
||||
@@ -276,7 +406,7 @@ private:
|
||||
*/
|
||||
virtual void integrate( float solverdt );
|
||||
|
||||
void updateConstants( float timeStep );
|
||||
virtual void updateConstants( float timeStep );
|
||||
|
||||
float computeTriangleArea(
|
||||
const Vectormath::Aos::Point3 &vertex0,
|
||||
@@ -292,15 +422,20 @@ private:
|
||||
|
||||
void updatePositionsFromVelocities( float solverdt );
|
||||
|
||||
void solveLinksForPosition( int startLink, int numLinks, float kst, float ti );
|
||||
virtual void solveLinksForPosition( int startLink, int numLinks, float kst, float ti );
|
||||
|
||||
void updateVelocitiesFromPositionsWithVelocities( float isolverdt );
|
||||
|
||||
void updateVelocitiesFromPositionsWithoutVelocities( float isolverdt );
|
||||
void computeBounds( );
|
||||
virtual void solveCollisionsAndUpdateVelocities( float isolverdt );
|
||||
|
||||
// End kernel dispatches
|
||||
/////////////////////////////////////
|
||||
|
||||
void updateBounds();
|
||||
|
||||
void releaseKernels();
|
||||
|
||||
public:
|
||||
btOpenCLSoftBodySolver(cl_command_queue queue,cl_context ctx);
|
||||
@@ -308,7 +443,8 @@ public:
|
||||
virtual ~btOpenCLSoftBodySolver();
|
||||
|
||||
|
||||
|
||||
|
||||
btOpenCLAcceleratedSoftBodyInterface *findSoftBodyInterface( const btSoftBody* const softBody );
|
||||
|
||||
virtual btSoftBodyLinkData &getLinkData();
|
||||
|
||||
@@ -316,20 +452,27 @@ public:
|
||||
|
||||
virtual btSoftBodyTriangleData &getTriangleData();
|
||||
|
||||
|
||||
virtual SolverTypes getSolverType() const
|
||||
{
|
||||
return CL_SOLVER;
|
||||
}
|
||||
|
||||
|
||||
virtual bool checkInitialized();
|
||||
|
||||
virtual void updateSoftBodies( );
|
||||
|
||||
virtual void optimize( btAlignedObjectArray< btSoftBody * > &softBodies );
|
||||
virtual void optimize( btAlignedObjectArray< btSoftBody * > &softBodies , bool forceUpdate=false);
|
||||
|
||||
virtual void copyBackToSoftBodies();
|
||||
|
||||
virtual void solveConstraints( float solverdt );
|
||||
|
||||
virtual void predictMotion( float solverdt );
|
||||
|
||||
virtual void copySoftBodyToVertexBuffer( const btSoftBody *const softBody, btVertexBufferDescriptor *vertexBuffer );
|
||||
virtual void processCollision( btSoftBody *, btCollisionObject* );
|
||||
|
||||
virtual void processCollision( btSoftBody*, btSoftBody* );
|
||||
|
||||
virtual void setDefaultWorkgroupSize(size_t workGroupSize)
|
||||
{
|
||||
@@ -339,6 +482,27 @@ public:
|
||||
{
|
||||
return m_defaultWorkGroupSize;
|
||||
}
|
||||
|
||||
}; // btOpenCLSoftBodySolver
|
||||
|
||||
|
||||
/**
|
||||
* Class to manage movement of data from a solver to a given target.
|
||||
* This version is the CL to CPU version.
|
||||
*/
|
||||
class btSoftBodySolverOutputCLtoCPU : public btSoftBodySolverOutput
|
||||
{
|
||||
protected:
|
||||
|
||||
public:
|
||||
btSoftBodySolverOutputCLtoCPU()
|
||||
{
|
||||
}
|
||||
|
||||
/** Output current computed vertex data to the vertex buffers for all cloths in the solver. */
|
||||
virtual void copySoftBodyToVertexBuffer( const btSoftBody * const softBody, btVertexBufferDescriptor *vertexBuffer );
|
||||
};
|
||||
|
||||
|
||||
|
||||
#endif // #ifndef BT_SOFT_BODY_SOLVER_OPENCL_H
|
||||
|
||||
Reference in New Issue
Block a user