share more data structures and code between OpenCL and C/C++ on CPU:
move the setConstraint4/b3ConvertConstraint4 to shared code.
This commit is contained in:
@@ -34,11 +34,9 @@ B3_ATTRIBUTE_ALIGNED16(struct) b3RigidBodyCL : public b3RigidBodyData
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};
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struct b3InertiaCL
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struct b3InertiaCL : public b3InertiaData
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{
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b3Matrix3x3 m_invInertiaWorld;
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b3Matrix3x3 m_initInvInertia;
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};
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#endif//B3_RIGID_BODY_CL
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@@ -3,6 +3,7 @@
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#include "Bullet3Common/shared/b3Float4.h"
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#include "Bullet3Common/shared/b3Quat.h"
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#include "Bullet3Common/shared/b3Mat3x3.h"
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typedef struct b3RigidBodyData b3RigidBodyData_t;
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@@ -19,7 +20,15 @@ struct b3RigidBodyData
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float m_restituitionCoeff;
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float m_frictionCoeff;
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};
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typedef struct b3InertiaData b3InertiaData_t;
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struct b3InertiaData
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{
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b3Mat3x3 m_invInertiaWorld;
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b3Mat3x3 m_initInvInertia;
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};
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#endif //B3_RIGIDBODY_DATA_H
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@@ -24,11 +24,18 @@ inline b3Mat3x3 b3AbsoluteMat3x3(b3Mat3x3ConstArg mat)
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#define b3GetRow(m,row) m.getRow(row)
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__inline
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b3Float4 mtMul3(b3Float4ConstArg a, b3Mat3x3ConstArg b)
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{
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return b*a;
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}
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#else
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typedef struct
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{
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float4 m_row[3];
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b3Float4 m_row[3];
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}b3Mat3x3;
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#define b3Mat3x3ConstArg const b3Mat3x3
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@@ -36,7 +43,7 @@ typedef struct
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inline b3Mat3x3 b3QuatGetRotationMatrix(b3Quat quat)
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{
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float4 quat2 = (float4)(quat.x*quat.x, quat.y*quat.y, quat.z*quat.z, 0.f);
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b3Float4 quat2 = (b3Float4)(quat.x*quat.x, quat.y*quat.y, quat.z*quat.z, 0.f);
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b3Mat3x3 out;
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out.m_row[0].x=1-2*quat2.y-2*quat2.z;
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@@ -66,10 +73,107 @@ inline b3Mat3x3 b3AbsoluteMat3x3(b3Mat3x3ConstArg matIn)
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return out;
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}
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__inline
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b3Mat3x3 mtZero();
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__inline
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b3Mat3x3 mtIdentity();
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__inline
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b3Mat3x3 mtTranspose(b3Mat3x3 m);
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__inline
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b3Mat3x3 mtMul(b3Mat3x3 a, b3Mat3x3 b);
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__inline
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b3Float4 mtMul1(b3Mat3x3 a, b3Float4 b);
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__inline
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b3Float4 mtMul3(b3Float4 a, b3Mat3x3 b);
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__inline
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b3Mat3x3 mtZero()
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{
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b3Mat3x3 m;
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m.m_row[0] = (b3Float4)(0.f);
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m.m_row[1] = (b3Float4)(0.f);
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m.m_row[2] = (b3Float4)(0.f);
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return m;
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}
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__inline
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b3Mat3x3 mtIdentity()
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{
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b3Mat3x3 m;
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m.m_row[0] = (b3Float4)(1,0,0,0);
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m.m_row[1] = (b3Float4)(0,1,0,0);
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m.m_row[2] = (b3Float4)(0,0,1,0);
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return m;
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}
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__inline
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b3Mat3x3 mtTranspose(b3Mat3x3 m)
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{
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b3Mat3x3 out;
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out.m_row[0] = (b3Float4)(m.m_row[0].x, m.m_row[1].x, m.m_row[2].x, 0.f);
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out.m_row[1] = (b3Float4)(m.m_row[0].y, m.m_row[1].y, m.m_row[2].y, 0.f);
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out.m_row[2] = (b3Float4)(m.m_row[0].z, m.m_row[1].z, m.m_row[2].z, 0.f);
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return out;
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}
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__inline
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b3Mat3x3 mtMul(b3Mat3x3 a, b3Mat3x3 b)
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{
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b3Mat3x3 transB;
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transB = mtTranspose( b );
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b3Mat3x3 ans;
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// why this doesn't run when 0ing in the for{}
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a.m_row[0].w = 0.f;
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a.m_row[1].w = 0.f;
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a.m_row[2].w = 0.f;
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for(int i=0; i<3; i++)
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{
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// a.m_row[i].w = 0.f;
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ans.m_row[i].x = b3Dot3F4(a.m_row[i],transB.m_row[0]);
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ans.m_row[i].y = b3Dot3F4(a.m_row[i],transB.m_row[1]);
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ans.m_row[i].z = b3Dot3F4(a.m_row[i],transB.m_row[2]);
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ans.m_row[i].w = 0.f;
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}
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return ans;
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}
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__inline
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b3Float4 mtMul1(b3Mat3x3 a, b3Float4 b)
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{
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b3Float4 ans;
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ans.x = b3Dot3F4( a.m_row[0], b );
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ans.y = b3Dot3F4( a.m_row[1], b );
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ans.z = b3Dot3F4( a.m_row[2], b );
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ans.w = 0.f;
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return ans;
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}
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__inline
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b3Float4 mtMul3(b3Float4 a, b3Mat3x3 b)
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{
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b3Float4 colx = b3MakeFloat4(b.m_row[0].x, b.m_row[1].x, b.m_row[2].x, 0);
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b3Float4 coly = b3MakeFloat4(b.m_row[0].y, b.m_row[1].y, b.m_row[2].y, 0);
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b3Float4 colz = b3MakeFloat4(b.m_row[0].z, b.m_row[1].z, b.m_row[2].z, 0);
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b3Float4 ans;
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ans.x = b3Dot3F4( a, colx );
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ans.y = b3Dot3F4( a, coly );
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ans.z = b3Dot3F4( a, colz );
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return ans;
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}
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#endif
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#endif //B3_MAT3x3_H
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@@ -46,7 +46,18 @@ inline b3Quat b3QuatMul(b3QuatConstArg a, b3QuatConstArg b)
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inline b3Quat b3QuatNormalize(b3QuatConstArg in)
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{
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return b3FastNormalize4(in);
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//return b3FastNormalize4(in);
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float len = native_sqrt(dot(q, q));
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if(len > 0.f)
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{
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q *= 1.f / len;
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}
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else
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{
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q.x = q.y = q.z = 0.f;
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q.w = 1.f;
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}
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return q;
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}
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inline float4 b3QuatRotate(b3QuatConstArg q, b3QuatConstArg vec)
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{
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@@ -5,6 +5,7 @@
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typedef struct b3ContactConstraint4 b3ContactConstraint4_t;
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struct b3ContactConstraint4
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{
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@@ -25,9 +26,9 @@ struct b3ContactConstraint4
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};
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//inline void setFrictionCoeff(float value) { m_linear[3] = value; }
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inline float b3GetFrictionCoeff(b3ContactConstraint4* constraint)
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inline float b3GetFrictionCoeff(b3ContactConstraint4_t* constraint)
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{
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return constraint->m_linear[3];
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return constraint->m_linear.w;
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}
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#endif //B3_CONTACT_CONSTRAINT5_H
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153
src/Bullet3Dynamics/shared/b3ConvertConstraint4.h
Normal file
153
src/Bullet3Dynamics/shared/b3ConvertConstraint4.h
Normal file
@@ -0,0 +1,153 @@
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#include "Bullet3Collision/NarrowPhaseCollision/shared/b3Contact4Data.h"
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#include "Bullet3Dynamics/shared/b3ContactConstraint4.h"
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#include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h"
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void b3PlaneSpace1 (b3Float4ConstArg n, b3Float4* p, b3Float4* q);
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void b3PlaneSpace1 (b3Float4ConstArg n, b3Float4* p, b3Float4* q)
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{
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if (b3Fabs(n.z) > 0.70710678f) {
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// choose p in y-z plane
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float a = n.y*n.y + n.z*n.z;
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float k = 1.f/sqrt(a);
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p[0].x = 0;
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p[0].y = -n.z*k;
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p[0].z = n.y*k;
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// set q = n x p
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q[0].x = a*k;
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q[0].y = -n.x*p[0].z;
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q[0].z = n.x*p[0].y;
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}
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else {
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// choose p in x-y plane
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float a = n.x*n.x + n.y*n.y;
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float k = 1.f/sqrt(a);
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p[0].x = -n.y*k;
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p[0].y = n.x*k;
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p[0].z = 0;
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// set q = n x p
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q[0].x = -n.z*p[0].y;
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q[0].y = n.z*p[0].x;
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q[0].z = a*k;
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}
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}
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void setLinearAndAngular( b3Float4ConstArg n, b3Float4ConstArg r0, b3Float4ConstArg r1, b3Float4* linear, b3Float4* angular0, b3Float4* angular1)
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{
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*linear = b3MakeFloat4(n.x,n.y,n.z,0.f);
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*angular0 = b3Cross3(r0, n);
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*angular1 = -b3Cross3(r1, n);
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}
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float calcRelVel( b3Float4ConstArg l0, b3Float4ConstArg l1, b3Float4ConstArg a0, b3Float4ConstArg a1, b3Float4ConstArg linVel0,
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b3Float4ConstArg angVel0, b3Float4ConstArg linVel1, b3Float4ConstArg angVel1 )
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{
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return b3Dot3F4(l0, linVel0) + b3Dot3F4(a0, angVel0) + b3Dot3F4(l1, linVel1) + b3Dot3F4(a1, angVel1);
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}
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float calcJacCoeff(b3Float4ConstArg linear0, b3Float4ConstArg linear1, b3Float4ConstArg angular0, b3Float4ConstArg angular1,
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float invMass0, const b3Mat3x3* invInertia0, float invMass1, const b3Mat3x3* invInertia1)
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{
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// linear0,1 are normlized
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float jmj0 = invMass0;//b3Dot3F4(linear0, linear0)*invMass0;
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float jmj1 = b3Dot3F4(mtMul3(angular0,*invInertia0), angular0);
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float jmj2 = invMass1;//b3Dot3F4(linear1, linear1)*invMass1;
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float jmj3 = b3Dot3F4(mtMul3(angular1,*invInertia1), angular1);
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return -1.f/(jmj0+jmj1+jmj2+jmj3);
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}
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void setConstraint4( b3Float4ConstArg posA, b3Float4ConstArg linVelA, b3Float4ConstArg angVelA, float invMassA, b3Mat3x3ConstArg invInertiaA,
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b3Float4ConstArg posB, b3Float4ConstArg linVelB, b3Float4ConstArg angVelB, float invMassB, b3Mat3x3ConstArg invInertiaB,
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__global struct b3Contact4Data* src, float dt, float positionDrift, float positionConstraintCoeff,
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b3ContactConstraint4_t* dstC )
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{
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dstC->m_bodyA = abs(src->m_bodyAPtrAndSignBit);
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dstC->m_bodyB = abs(src->m_bodyBPtrAndSignBit);
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float dtInv = 1.f/dt;
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for(int ic=0; ic<4; ic++)
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{
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dstC->m_appliedRambdaDt[ic] = 0.f;
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}
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dstC->m_fJacCoeffInv[0] = dstC->m_fJacCoeffInv[1] = 0.f;
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dstC->m_linear = src->m_worldNormalOnB;
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dstC->m_linear.w = 0.7f ;//src->getFrictionCoeff() );
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for(int ic=0; ic<4; ic++)
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{
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b3Float4 r0 = src->m_worldPosB[ic] - posA;
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b3Float4 r1 = src->m_worldPosB[ic] - posB;
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if( ic >= src->m_worldNormalOnB.w )//npoints
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{
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dstC->m_jacCoeffInv[ic] = 0.f;
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continue;
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}
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float relVelN;
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{
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b3Float4 linear, angular0, angular1;
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setLinearAndAngular(src->m_worldNormalOnB, r0, r1, &linear, &angular0, &angular1);
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dstC->m_jacCoeffInv[ic] = calcJacCoeff(linear, -linear, angular0, angular1,
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invMassA, &invInertiaA, invMassB, &invInertiaB );
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relVelN = calcRelVel(linear, -linear, angular0, angular1,
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linVelA, angVelA, linVelB, angVelB);
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float e = 0.f;//src->getRestituitionCoeff();
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if( relVelN*relVelN < 0.004f ) e = 0.f;
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dstC->m_b[ic] = e*relVelN;
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//float penetration = src->m_worldPosB[ic].w;
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dstC->m_b[ic] += (src->m_worldPosB[ic].w + positionDrift)*positionConstraintCoeff*dtInv;
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dstC->m_appliedRambdaDt[ic] = 0.f;
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}
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}
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if( src->m_worldNormalOnB.w > 0 )//npoints
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{ // prepare friction
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b3Float4 center = b3MakeFloat4(0.f,0.f,0.f,0.f);
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for(int i=0; i<src->m_worldNormalOnB.w; i++)
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center += src->m_worldPosB[i];
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center /= (float)src->m_worldNormalOnB.w;
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b3Float4 tangent[2];
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b3PlaneSpace1(src->m_worldNormalOnB,&tangent[0],&tangent[1]);
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b3Float4 r[2];
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r[0] = center - posA;
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r[1] = center - posB;
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for(int i=0; i<2; i++)
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{
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b3Float4 linear, angular0, angular1;
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setLinearAndAngular(tangent[i], r[0], r[1], &linear, &angular0, &angular1);
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dstC->m_fJacCoeffInv[i] = calcJacCoeff(linear, -linear, angular0, angular1,
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invMassA, &invInertiaA, invMassB, &invInertiaB );
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dstC->m_fAppliedRambdaDt[i] = 0.f;
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}
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dstC->m_center = center;
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}
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for(int i=0; i<4; i++)
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{
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if( i<src->m_worldNormalOnB.w )
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{
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dstC->m_worldPos[i] = src->m_worldPosB[i];
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}
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else
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{
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dstC->m_worldPos[i] = b3MakeFloat4(0.f,0.f,0.f,0.f);
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}
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}
|
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}
|
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@@ -224,7 +224,18 @@ static const char* satKernelsCL= \
|
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"}\n"
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"inline b3Quat b3QuatNormalize(b3QuatConstArg in)\n"
|
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"{\n"
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" return b3FastNormalize4(in);\n"
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" //return b3FastNormalize4(in);\n"
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" float len = native_sqrt(dot(q, q));\n"
|
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" if(len > 0.f)\n"
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" {\n"
|
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" q *= 1.f / len;\n"
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" }\n"
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" else\n"
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" {\n"
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" q.x = q.y = q.z = 0.f;\n"
|
||||
" q.w = 1.f;\n"
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||||
" }\n"
|
||||
" return q;\n"
|
||||
"}\n"
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"inline float4 b3QuatRotate(b3QuatConstArg q, b3QuatConstArg vec)\n"
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||||
"{\n"
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||||
@@ -253,13 +264,13 @@ static const char* satKernelsCL= \
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"#else\n"
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"typedef struct\n"
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"{\n"
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" float4 m_row[3];\n"
|
||||
" b3Float4 m_row[3];\n"
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"}b3Mat3x3;\n"
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"#define b3Mat3x3ConstArg const b3Mat3x3\n"
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"#define b3GetRow(m,row) (m.m_row[row])\n"
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"inline b3Mat3x3 b3QuatGetRotationMatrix(b3Quat quat)\n"
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"{\n"
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" float4 quat2 = (float4)(quat.x*quat.x, quat.y*quat.y, quat.z*quat.z, 0.f);\n"
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||||
" b3Float4 quat2 = (b3Float4)(quat.x*quat.x, quat.y*quat.y, quat.z*quat.z, 0.f);\n"
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" b3Mat3x3 out;\n"
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" out.m_row[0].x=1-2*quat2.y-2*quat2.z;\n"
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||||
" out.m_row[0].y=2*quat.x*quat.y-2*quat.w*quat.z;\n"
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||||
@@ -283,6 +294,87 @@ static const char* satKernelsCL= \
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||||
" out.m_row[2] = fabs(matIn.m_row[2]);\n"
|
||||
" return out;\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"b3Mat3x3 mtZero();\n"
|
||||
"__inline\n"
|
||||
"b3Mat3x3 mtIdentity();\n"
|
||||
"__inline\n"
|
||||
"b3Mat3x3 mtTranspose(b3Mat3x3 m);\n"
|
||||
"__inline\n"
|
||||
"b3Mat3x3 mtMul(b3Mat3x3 a, b3Mat3x3 b);\n"
|
||||
"__inline\n"
|
||||
"b3Float4 mtMul1(b3Mat3x3 a, b3Float4 b);\n"
|
||||
"__inline\n"
|
||||
"b3Float4 mtMul3(b3Float4 a, b3Mat3x3 b);\n"
|
||||
"__inline\n"
|
||||
"b3Mat3x3 mtZero()\n"
|
||||
"{\n"
|
||||
" b3Mat3x3 m;\n"
|
||||
" m.m_row[0] = (b3Float4)(0.f);\n"
|
||||
" m.m_row[1] = (b3Float4)(0.f);\n"
|
||||
" m.m_row[2] = (b3Float4)(0.f);\n"
|
||||
" return m;\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"b3Mat3x3 mtIdentity()\n"
|
||||
"{\n"
|
||||
" b3Mat3x3 m;\n"
|
||||
" m.m_row[0] = (b3Float4)(1,0,0,0);\n"
|
||||
" m.m_row[1] = (b3Float4)(0,1,0,0);\n"
|
||||
" m.m_row[2] = (b3Float4)(0,0,1,0);\n"
|
||||
" return m;\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"b3Mat3x3 mtTranspose(b3Mat3x3 m)\n"
|
||||
"{\n"
|
||||
" b3Mat3x3 out;\n"
|
||||
" out.m_row[0] = (b3Float4)(m.m_row[0].x, m.m_row[1].x, m.m_row[2].x, 0.f);\n"
|
||||
" out.m_row[1] = (b3Float4)(m.m_row[0].y, m.m_row[1].y, m.m_row[2].y, 0.f);\n"
|
||||
" out.m_row[2] = (b3Float4)(m.m_row[0].z, m.m_row[1].z, m.m_row[2].z, 0.f);\n"
|
||||
" return out;\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"b3Mat3x3 mtMul(b3Mat3x3 a, b3Mat3x3 b)\n"
|
||||
"{\n"
|
||||
" b3Mat3x3 transB;\n"
|
||||
" transB = mtTranspose( b );\n"
|
||||
" b3Mat3x3 ans;\n"
|
||||
" // why this doesn't run when 0ing in the for{}\n"
|
||||
" a.m_row[0].w = 0.f;\n"
|
||||
" a.m_row[1].w = 0.f;\n"
|
||||
" a.m_row[2].w = 0.f;\n"
|
||||
" for(int i=0; i<3; i++)\n"
|
||||
" {\n"
|
||||
"// a.m_row[i].w = 0.f;\n"
|
||||
" ans.m_row[i].x = b3Dot3F4(a.m_row[i],transB.m_row[0]);\n"
|
||||
" ans.m_row[i].y = b3Dot3F4(a.m_row[i],transB.m_row[1]);\n"
|
||||
" ans.m_row[i].z = b3Dot3F4(a.m_row[i],transB.m_row[2]);\n"
|
||||
" ans.m_row[i].w = 0.f;\n"
|
||||
" }\n"
|
||||
" return ans;\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"b3Float4 mtMul1(b3Mat3x3 a, b3Float4 b)\n"
|
||||
"{\n"
|
||||
" b3Float4 ans;\n"
|
||||
" ans.x = b3Dot3F4( a.m_row[0], b );\n"
|
||||
" ans.y = b3Dot3F4( a.m_row[1], b );\n"
|
||||
" ans.z = b3Dot3F4( a.m_row[2], b );\n"
|
||||
" ans.w = 0.f;\n"
|
||||
" return ans;\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"b3Float4 mtMul3(b3Float4 a, b3Mat3x3 b)\n"
|
||||
"{\n"
|
||||
" b3Float4 colx = b3MakeFloat4(b.m_row[0].x, b.m_row[1].x, b.m_row[2].x, 0);\n"
|
||||
" b3Float4 coly = b3MakeFloat4(b.m_row[0].y, b.m_row[1].y, b.m_row[2].y, 0);\n"
|
||||
" b3Float4 colz = b3MakeFloat4(b.m_row[0].z, b.m_row[1].z, b.m_row[2].z, 0);\n"
|
||||
" b3Float4 ans;\n"
|
||||
" ans.x = b3Dot3F4( a, colx );\n"
|
||||
" ans.y = b3Dot3F4( a, coly );\n"
|
||||
" ans.z = b3Dot3F4( a, colz );\n"
|
||||
" return ans;\n"
|
||||
"}\n"
|
||||
"#endif\n"
|
||||
"#endif //B3_MAT3x3_H\n"
|
||||
"typedef struct b3Aabb b3Aabb_t;\n"
|
||||
|
||||
@@ -1,15 +1,32 @@
|
||||
|
||||
bool b3GpuBatchContacts = true;
|
||||
bool b3GpuSolveConstraint = true;
|
||||
bool gpuRadixSort=true;
|
||||
bool gpuSetSortData = true;
|
||||
//#define USE_CPU
|
||||
#ifdef USE_CPU
|
||||
bool b3GpuBatchContacts = false;
|
||||
bool b3GpuSolveConstraint = false;
|
||||
bool gpuRadixSort=false;
|
||||
bool gpuSetSortData = false;
|
||||
|
||||
bool optionalSortContactsDeterminism = true;
|
||||
bool gpuSortContactsDeterminism = true;
|
||||
bool useCpuCopyConstraints = false;
|
||||
bool optionalSortContactsDeterminism = true;
|
||||
bool gpuSortContactsDeterminism = false;
|
||||
bool useCpuCopyConstraints = true;
|
||||
|
||||
bool useScanHost = false;
|
||||
bool reorderContactsOnCpu = false;
|
||||
bool useScanHost = true;
|
||||
bool reorderContactsOnCpu = true;
|
||||
|
||||
#else
|
||||
bool b3GpuBatchContacts = true;
|
||||
bool b3GpuSolveConstraint = true;
|
||||
bool gpuRadixSort=true;
|
||||
bool gpuSetSortData = true;
|
||||
|
||||
bool optionalSortContactsDeterminism = true;
|
||||
bool gpuSortContactsDeterminism = true;
|
||||
bool useCpuCopyConstraints = false;
|
||||
|
||||
bool useScanHost = false;
|
||||
bool reorderContactsOnCpu = false;
|
||||
|
||||
#endif
|
||||
|
||||
#include "b3GpuBatchingPgsSolver.h"
|
||||
#include "Bullet3OpenCL/ParallelPrimitives/b3RadixSort32CL.h"
|
||||
|
||||
@@ -3,24 +3,13 @@
|
||||
#define B3_CONSTRAINT4_h
|
||||
#include "Bullet3Common/b3Vector3.h"
|
||||
|
||||
B3_ATTRIBUTE_ALIGNED16(struct) b3GpuConstraint4
|
||||
#include "Bullet3Dynamics/shared/b3ContactConstraint4.h"
|
||||
|
||||
|
||||
B3_ATTRIBUTE_ALIGNED16(struct) b3GpuConstraint4 : public b3ContactConstraint4
|
||||
{
|
||||
B3_DECLARE_ALIGNED_ALLOCATOR();
|
||||
|
||||
b3Vector3 m_linear;//normal?
|
||||
b3Vector3 m_worldPos[4];
|
||||
b3Vector3 m_center; // friction
|
||||
float m_jacCoeffInv[4];
|
||||
float m_b[4];
|
||||
float m_appliedRambdaDt[4];
|
||||
float m_fJacCoeffInv[2]; // friction
|
||||
float m_fAppliedRambdaDt[2]; // friction
|
||||
|
||||
unsigned int m_bodyA;
|
||||
unsigned int m_bodyB;
|
||||
int m_batchIdx;
|
||||
unsigned int m_paddings;
|
||||
|
||||
inline void setFrictionCoeff(float value) { m_linear[3] = value; }
|
||||
inline float getFrictionCoeff() const { return m_linear[3]; }
|
||||
};
|
||||
|
||||
@@ -33,11 +33,21 @@ subject to the following restrictions:
|
||||
#define B3_RIGIDBODY_INTEGRATE_PATH "src/Bullet3OpenCL/RigidBody/kernels/integrateKernel.cl"
|
||||
#define B3_RIGIDBODY_UPDATEAABB_PATH "src/Bullet3OpenCL/RigidBody/kernels/updateAabbsKernel.cl"
|
||||
|
||||
bool useDbvt = false;//true;
|
||||
bool useBullet2CpuSolver = true;
|
||||
bool dumpContactStats = false;
|
||||
bool calcWorldSpaceAabbOnCpu = false;//true;
|
||||
bool useCalculateOverlappingPairsHost = false;
|
||||
//#define USE_CPU
|
||||
#ifdef USE_CPU
|
||||
bool useDbvt = true;
|
||||
bool useBullet2CpuSolver = true;
|
||||
bool dumpContactStats = false;
|
||||
bool calcWorldSpaceAabbOnCpu = true;
|
||||
bool useCalculateOverlappingPairsHost = true;
|
||||
|
||||
#else
|
||||
bool useDbvt = false;//true;
|
||||
bool useBullet2CpuSolver = true;
|
||||
bool dumpContactStats = false;
|
||||
bool calcWorldSpaceAabbOnCpu = false;//true;
|
||||
bool useCalculateOverlappingPairsHost = false;
|
||||
#endif
|
||||
|
||||
#ifdef TEST_OTHER_GPU_SOLVER
|
||||
#include "b3GpuJacobiSolver.h"
|
||||
|
||||
@@ -18,6 +18,7 @@ subject to the following restrictions:
|
||||
|
||||
///useNewBatchingKernel is a rewritten kernel using just a single thread of the warp, for experiments
|
||||
bool useNewBatchingKernel = false;
|
||||
bool convertConstraintOnCpu = false;//true;
|
||||
|
||||
#define B3_SOLVER_SETUP_KERNEL_PATH "src/Bullet3OpenCL/RigidBody/kernels/solverSetup.cl"
|
||||
#define B3_SOLVER_SETUP2_KERNEL_PATH "src/Bullet3OpenCL/RigidBody/kernels/solverSetup2.cl"
|
||||
@@ -26,6 +27,7 @@ bool useNewBatchingKernel = false;
|
||||
#define B3_BATCHING_PATH "src/Bullet3OpenCL/RigidBody/kernels/batchingKernels.cl"
|
||||
#define B3_BATCHING_NEW_PATH "src/Bullet3OpenCL/RigidBody/kernels/batchingKernelsNew.cl"
|
||||
|
||||
#include "Bullet3Dynamics/shared/b3ConvertConstraint4.h"
|
||||
|
||||
#include "kernels/solverSetup.h"
|
||||
#include "kernels/solverSetup2.h"
|
||||
@@ -203,103 +205,6 @@ b3Solver::~b3Solver()
|
||||
|
||||
|
||||
|
||||
|
||||
/*void b3Solver::reorderConvertToConstraints( const b3OpenCLArray<b3RigidBodyCL>* bodyBuf,
|
||||
const b3OpenCLArray<b3InertiaCL>* shapeBuf,
|
||||
b3OpenCLArray<b3Contact4>* contactsIn, b3OpenCLArray<b3GpuConstraint4>* contactCOut, void* additionalData,
|
||||
int nContacts, const b3Solver::ConstraintCfg& cfg )
|
||||
{
|
||||
if( m_contactBuffer )
|
||||
{
|
||||
m_contactBuffer->resize(nContacts);
|
||||
}
|
||||
if( m_contactBuffer == 0 )
|
||||
{
|
||||
B3_PROFILE("new m_contactBuffer;");
|
||||
m_contactBuffer = new b3OpenCLArray<b3Contact4>(m_context,m_queue,nContacts );
|
||||
m_contactBuffer->resize(nContacts);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//DeviceUtils::Config dhCfg;
|
||||
//Device* deviceHost = DeviceUtils::allocate( TYPE_HOST, dhCfg );
|
||||
if( cfg.m_enableParallelSolve )
|
||||
{
|
||||
|
||||
|
||||
clFinish(m_queue);
|
||||
|
||||
// contactsIn -> m_contactBuffer
|
||||
{
|
||||
B3_PROFILE("sortContacts");
|
||||
sortContacts( bodyBuf, contactsIn, additionalData, nContacts, cfg );
|
||||
clFinish(m_queue);
|
||||
}
|
||||
|
||||
|
||||
{
|
||||
B3_PROFILE("m_copyConstraintKernel");
|
||||
|
||||
|
||||
|
||||
b3Int4 cdata; cdata.x = nContacts;
|
||||
b3BufferInfoCL bInfo[] = { b3BufferInfoCL( m_contactBuffer->getBufferCL() ), b3BufferInfoCL( contactsIn->getBufferCL() ) };
|
||||
// b3LauncherCL launcher( m_queue, data->m_device->getKernel( PATH, "CopyConstraintKernel", "-I ..\\..\\ -Wf,--c++", 0 ) );
|
||||
b3LauncherCL launcher( m_queue, m_copyConstraintKernel );
|
||||
launcher.setBuffers( bInfo, sizeof(bInfo)/sizeof(b3BufferInfoCL) );
|
||||
launcher.setConst( cdata );
|
||||
launcher.launch1D( nContacts, 64 );
|
||||
clFinish(m_queue);
|
||||
}
|
||||
|
||||
{
|
||||
B3_PROFILE("batchContacts");
|
||||
b3Solver::batchContacts( contactsIn, nContacts, m_numConstraints, m_offsets, cfg.m_staticIdx );
|
||||
|
||||
}
|
||||
}
|
||||
{
|
||||
B3_PROFILE("waitForCompletion (batchContacts)");
|
||||
clFinish(m_queue);
|
||||
}
|
||||
|
||||
//================
|
||||
|
||||
{
|
||||
B3_PROFILE("convertToConstraints");
|
||||
b3Solver::convertToConstraints( bodyBuf, shapeBuf, contactsIn, contactCOut, additionalData, nContacts, cfg );
|
||||
}
|
||||
|
||||
{
|
||||
B3_PROFILE("convertToConstraints waitForCompletion");
|
||||
clFinish(m_queue);
|
||||
}
|
||||
|
||||
}
|
||||
*/
|
||||
|
||||
static
|
||||
inline
|
||||
float calcRelVel(const b3Vector3& l0, const b3Vector3& l1, const b3Vector3& a0, const b3Vector3& a1,
|
||||
const b3Vector3& linVel0, const b3Vector3& angVel0, const b3Vector3& linVel1, const b3Vector3& angVel1)
|
||||
{
|
||||
return b3Dot(l0, linVel0) + b3Dot(a0, angVel0) + b3Dot(l1, linVel1) + b3Dot(a1, angVel1);
|
||||
}
|
||||
|
||||
|
||||
static
|
||||
inline
|
||||
void setLinearAndAngular(const b3Vector3& n, const b3Vector3& r0, const b3Vector3& r1,
|
||||
b3Vector3& linear, b3Vector3& angular0, b3Vector3& angular1)
|
||||
{
|
||||
linear = -n;
|
||||
angular0 = -b3Cross(r0, n);
|
||||
angular1 = b3Cross(r1, n);
|
||||
}
|
||||
|
||||
|
||||
template<bool JACOBI>
|
||||
static
|
||||
__inline
|
||||
@@ -323,7 +228,7 @@ void solveContact(b3GpuConstraint4& cs,
|
||||
b3Vector3 angular0, angular1, linear;
|
||||
b3Vector3 r0 = cs.m_worldPos[ic] - (b3Vector3&)posA;
|
||||
b3Vector3 r1 = cs.m_worldPos[ic] - (b3Vector3&)posB;
|
||||
setLinearAndAngular( (const b3Vector3 &)-cs.m_linear, (const b3Vector3 &)r0, (const b3Vector3 &)r1, linear, angular0, angular1 );
|
||||
setLinearAndAngular( (const b3Vector3 &)cs.m_linear, (const b3Vector3 &)r0, (const b3Vector3 &)r1, &linear, &angular0, &angular1 );
|
||||
|
||||
float rambdaDt = calcRelVel((const b3Vector3 &)cs.m_linear,(const b3Vector3 &) -cs.m_linear, angular0, angular1,
|
||||
linVelA, angVelA, linVelB, angVelB ) + cs.m_b[ic];
|
||||
@@ -407,7 +312,7 @@ void solveContact(b3GpuConstraint4& cs,
|
||||
b3Vector3 r1 = center - posB;
|
||||
for(int i=0; i<2; i++)
|
||||
{
|
||||
setLinearAndAngular( tangent[i], r0, r1, linear, angular0, angular1 );
|
||||
setLinearAndAngular( tangent[i], r0, r1, &linear, &angular0, &angular1 );
|
||||
float rambdaDt = calcRelVel(linear, -linear, angular0, angular1,
|
||||
linVelA, angVelA, linVelB, angVelB );
|
||||
rambdaDt *= cs.m_fJacCoeffInv[i];
|
||||
@@ -1066,28 +971,78 @@ void b3Solver::convertToConstraints( const b3OpenCLArray<b3RigidBodyCL>* bodyBuf
|
||||
};
|
||||
|
||||
{
|
||||
B3_PROFILE("m_contactToConstraintKernel");
|
||||
|
||||
CB cdata;
|
||||
cdata.m_nContacts = nContacts;
|
||||
cdata.m_dt = cfg.m_dt;
|
||||
cdata.m_positionDrift = cfg.m_positionDrift;
|
||||
cdata.m_positionConstraintCoeff = cfg.m_positionConstraintCoeff;
|
||||
|
||||
|
||||
b3BufferInfoCL bInfo[] = { b3BufferInfoCL( contactsIn->getBufferCL() ), b3BufferInfoCL( bodyBuf->getBufferCL() ), b3BufferInfoCL( shapeBuf->getBufferCL()),
|
||||
b3BufferInfoCL( contactCOut->getBufferCL() )};
|
||||
b3LauncherCL launcher( m_queue, m_contactToConstraintKernel );
|
||||
launcher.setBuffers( bInfo, sizeof(bInfo)/sizeof(b3BufferInfoCL) );
|
||||
//launcher.setConst( cdata );
|
||||
|
||||
launcher.setConst(cdata.m_nContacts);
|
||||
launcher.setConst(cdata.m_dt);
|
||||
launcher.setConst(cdata.m_positionDrift);
|
||||
launcher.setConst(cdata.m_positionConstraintCoeff);
|
||||
|
||||
launcher.launch1D( nContacts, 64 );
|
||||
clFinish(m_queue);
|
||||
b3AlignedObjectArray<b3RigidBodyCL> gBodies;
|
||||
bodyBuf->copyToHost(gBodies);
|
||||
|
||||
b3AlignedObjectArray<b3Contact4> gContact;
|
||||
contactsIn->copyToHost(gContact);
|
||||
|
||||
b3AlignedObjectArray<b3InertiaCL> gShapes;
|
||||
shapeBuf->copyToHost(gShapes);
|
||||
|
||||
b3AlignedObjectArray<b3GpuConstraint4> gConstraintOut;
|
||||
gConstraintOut.resize(nContacts);
|
||||
|
||||
if (convertConstraintOnCpu)
|
||||
{
|
||||
B3_PROFILE("cpu contactToConstraintKernel");
|
||||
for (int gIdx=0;gIdx<nContacts;gIdx++)
|
||||
{
|
||||
int aIdx = abs(gContact[gIdx].m_bodyAPtrAndSignBit);
|
||||
int bIdx = abs(gContact[gIdx].m_bodyBPtrAndSignBit);
|
||||
|
||||
b3Float4 posA = gBodies[aIdx].m_pos;
|
||||
b3Float4 linVelA = gBodies[aIdx].m_linVel;
|
||||
b3Float4 angVelA = gBodies[aIdx].m_angVel;
|
||||
float invMassA = gBodies[aIdx].m_invMass;
|
||||
b3Mat3x3 invInertiaA = gShapes[aIdx].m_initInvInertia;
|
||||
|
||||
b3Float4 posB = gBodies[bIdx].m_pos;
|
||||
b3Float4 linVelB = gBodies[bIdx].m_linVel;
|
||||
b3Float4 angVelB = gBodies[bIdx].m_angVel;
|
||||
float invMassB = gBodies[bIdx].m_invMass;
|
||||
b3Mat3x3 invInertiaB = gShapes[bIdx].m_initInvInertia;
|
||||
|
||||
b3ContactConstraint4_t cs;
|
||||
|
||||
setConstraint4( posA, linVelA, angVelA, invMassA, invInertiaA, posB, linVelB, angVelB, invMassB, invInertiaB,
|
||||
&gContact[gIdx], cdata.m_dt, cdata.m_positionDrift, cdata.m_positionConstraintCoeff,
|
||||
&cs );
|
||||
|
||||
cs.m_batchIdx = gContact[gIdx].m_batchIdx;
|
||||
|
||||
gConstraintOut[gIdx] = (b3GpuConstraint4&)cs;
|
||||
}
|
||||
|
||||
contactCOut->copyFromHost(gConstraintOut);
|
||||
|
||||
} else
|
||||
{
|
||||
B3_PROFILE("gpu m_contactToConstraintKernel");
|
||||
|
||||
|
||||
b3BufferInfoCL bInfo[] = { b3BufferInfoCL( contactsIn->getBufferCL() ), b3BufferInfoCL( bodyBuf->getBufferCL() ), b3BufferInfoCL( shapeBuf->getBufferCL()),
|
||||
b3BufferInfoCL( contactCOut->getBufferCL() )};
|
||||
b3LauncherCL launcher( m_queue, m_contactToConstraintKernel );
|
||||
launcher.setBuffers( bInfo, sizeof(bInfo)/sizeof(b3BufferInfoCL) );
|
||||
//launcher.setConst( cdata );
|
||||
|
||||
launcher.setConst(cdata.m_nContacts);
|
||||
launcher.setConst(cdata.m_dt);
|
||||
launcher.setConst(cdata.m_positionDrift);
|
||||
launcher.setConst(cdata.m_positionConstraintCoeff);
|
||||
|
||||
launcher.launch1D( nContacts, 64 );
|
||||
clFinish(m_queue);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -13,6 +13,9 @@ subject to the following restrictions:
|
||||
*/
|
||||
//Originally written by Erwin Coumans
|
||||
|
||||
|
||||
#include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h"
|
||||
|
||||
float4 quatMult(float4 q1, float4 q2)
|
||||
{
|
||||
float4 q;
|
||||
@@ -23,40 +26,14 @@ float4 quatMult(float4 q1, float4 q2)
|
||||
return q;
|
||||
}
|
||||
|
||||
float4 quatNorm(float4 q)
|
||||
{
|
||||
float len = native_sqrt(dot(q, q));
|
||||
if(len > 0.f)
|
||||
{
|
||||
q *= 1.f / len;
|
||||
}
|
||||
else
|
||||
{
|
||||
q.x = q.y = q.z = 0.f;
|
||||
q.w = 1.f;
|
||||
}
|
||||
return q;
|
||||
}
|
||||
|
||||
|
||||
typedef struct
|
||||
{
|
||||
float4 m_pos;
|
||||
float4 m_quat;
|
||||
float4 m_linVel;
|
||||
float4 m_angVel;
|
||||
|
||||
unsigned int m_collidableIdx;
|
||||
float m_invMass;
|
||||
float m_restituitionCoeff;
|
||||
float m_frictionCoeff;
|
||||
} Body;
|
||||
|
||||
|
||||
|
||||
|
||||
__kernel void
|
||||
integrateTransformsKernel( __global Body* bodies,const int numNodes, float timeStep, float angularDamping, float4 gravityAcceleration)
|
||||
integrateTransformsKernel( __global b3RigidBodyData_t* bodies,const int numNodes, float timeStep, float angularDamping, float4 gravityAcceleration)
|
||||
{
|
||||
int nodeID = get_global_id(0);
|
||||
float BT_GPU_ANGULAR_MOTION_THRESHOLD = (0.25f * 3.14159254f);
|
||||
@@ -92,7 +69,7 @@ __kernel void
|
||||
float4 orn0 = bodies[nodeID].m_quat;
|
||||
|
||||
float4 predictedOrn = quatMult(dorn, orn0);
|
||||
predictedOrn = quatNorm(predictedOrn);
|
||||
predictedOrn = b3QuatNormalize(predictedOrn);
|
||||
bodies[nodeID].m_quat=predictedOrn;
|
||||
}
|
||||
|
||||
|
||||
@@ -12,17 +12,88 @@ static const char* integrateKernelCL= \
|
||||
"3. This notice may not be removed or altered from any source distribution.\n"
|
||||
"*/\n"
|
||||
"//Originally written by Erwin Coumans\n"
|
||||
"float4 quatMult(float4 q1, float4 q2)\n"
|
||||
"#ifndef B3_RIGIDBODY_DATA_H\n"
|
||||
"#define B3_RIGIDBODY_DATA_H\n"
|
||||
"#ifndef B3_FLOAT4_H\n"
|
||||
"#define B3_FLOAT4_H\n"
|
||||
"#ifndef B3_PLATFORM_DEFINITIONS_H\n"
|
||||
"#define B3_PLATFORM_DEFINITIONS_H\n"
|
||||
"struct MyTest\n"
|
||||
"{\n"
|
||||
" float4 q;\n"
|
||||
" q.x = q1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y;\n"
|
||||
" q.y = q1.w * q2.y + q1.y * q2.w + q1.z * q2.x - q1.x * q2.z;\n"
|
||||
" q.z = q1.w * q2.z + q1.z * q2.w + q1.x * q2.y - q1.y * q2.x;\n"
|
||||
" q.w = q1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z; \n"
|
||||
" return q;\n"
|
||||
" int bla;\n"
|
||||
"};\n"
|
||||
"#ifdef __cplusplus\n"
|
||||
"#else\n"
|
||||
"#define b3AtomicInc atomic_inc\n"
|
||||
"#define b3Fabs fabs\n"
|
||||
"#endif\n"
|
||||
"#endif\n"
|
||||
"#ifdef __cplusplus\n"
|
||||
"#else\n"
|
||||
" typedef float4 b3Float4;\n"
|
||||
" #define b3Float4ConstArg const b3Float4\n"
|
||||
" #define b3MakeFloat4 (float4)\n"
|
||||
" float b3Dot3F4(b3Float4ConstArg v0,b3Float4ConstArg v1)\n"
|
||||
" {\n"
|
||||
" float4 a1 = b3MakeFloat4(v0.xyz,0.f);\n"
|
||||
" float4 b1 = b3MakeFloat4(v1.xyz,0.f);\n"
|
||||
" return dot(a1, b1);\n"
|
||||
" }\n"
|
||||
" b3Float4 b3Cross3(b3Float4ConstArg v0,b3Float4ConstArg v1)\n"
|
||||
" {\n"
|
||||
" float4 a1 = b3MakeFloat4(v0.xyz,0.f);\n"
|
||||
" float4 b1 = b3MakeFloat4(v1.xyz,0.f);\n"
|
||||
" return cross(a1, b1);\n"
|
||||
" }\n"
|
||||
"#endif \n"
|
||||
" \n"
|
||||
"inline bool b3IsAlmostZero(b3Float4ConstArg v)\n"
|
||||
"{\n"
|
||||
" if(b3Fabs(v.x)>1e-6 || b3Fabs(v.y)>1e-6 || b3Fabs(v.z)>1e-6) \n"
|
||||
" return false;\n"
|
||||
" return true;\n"
|
||||
"}\n"
|
||||
"float4 quatNorm(float4 q)\n"
|
||||
"#endif //B3_FLOAT4_H\n"
|
||||
"#ifndef B3_QUAT_H\n"
|
||||
"#define B3_QUAT_H\n"
|
||||
"#ifndef B3_PLATFORM_DEFINITIONS_H\n"
|
||||
"#ifdef __cplusplus\n"
|
||||
"#else\n"
|
||||
"#endif\n"
|
||||
"#endif\n"
|
||||
"#ifndef B3_FLOAT4_H\n"
|
||||
"#ifdef __cplusplus\n"
|
||||
"#else\n"
|
||||
"#endif \n"
|
||||
"#endif //B3_FLOAT4_H\n"
|
||||
"#ifdef __cplusplus\n"
|
||||
"#else\n"
|
||||
" typedef float4 b3Quat;\n"
|
||||
" #define b3QuatConstArg const b3Quat\n"
|
||||
" \n"
|
||||
" \n"
|
||||
"inline float4 b3FastNormalize4(float4 v)\n"
|
||||
"{\n"
|
||||
" v = (float4)(v.xyz,0.f);\n"
|
||||
" return fast_normalize(v);\n"
|
||||
"}\n"
|
||||
" \n"
|
||||
"inline b3Quat b3QuatMul(b3Quat a, b3Quat b);\n"
|
||||
"inline b3Quat b3QuatNormalize(b3QuatConstArg in);\n"
|
||||
"inline b3Quat b3QuatRotate(b3QuatConstArg q, b3QuatConstArg vec);\n"
|
||||
"inline b3Quat b3QuatInvert(b3QuatConstArg q);\n"
|
||||
"inline b3Quat b3QuatMul(b3QuatConstArg a, b3QuatConstArg b)\n"
|
||||
"{\n"
|
||||
" b3Quat ans;\n"
|
||||
" ans = b3Cross3( a, b );\n"
|
||||
" ans += a.w*b+b.w*a;\n"
|
||||
"// ans.w = a.w*b.w - (a.x*b.x+a.y*b.y+a.z*b.z);\n"
|
||||
" ans.w = a.w*b.w - b3Dot3F4(a, b);\n"
|
||||
" return ans;\n"
|
||||
"}\n"
|
||||
"inline b3Quat b3QuatNormalize(b3QuatConstArg in)\n"
|
||||
"{\n"
|
||||
" //return b3FastNormalize4(in);\n"
|
||||
" float len = native_sqrt(dot(q, q));\n"
|
||||
" if(len > 0.f)\n"
|
||||
" {\n"
|
||||
@@ -35,19 +106,184 @@ static const char* integrateKernelCL= \
|
||||
" }\n"
|
||||
" return q;\n"
|
||||
"}\n"
|
||||
"inline float4 b3QuatRotate(b3QuatConstArg q, b3QuatConstArg vec)\n"
|
||||
"{\n"
|
||||
" b3Quat qInv = b3QuatInvert( q );\n"
|
||||
" float4 vcpy = vec;\n"
|
||||
" vcpy.w = 0.f;\n"
|
||||
" float4 out = b3QuatMul(b3QuatMul(q,vcpy),qInv);\n"
|
||||
" return out;\n"
|
||||
"}\n"
|
||||
"inline b3Quat b3QuatInvert(b3QuatConstArg q)\n"
|
||||
"{\n"
|
||||
" return (b3Quat)(-q.xyz, q.w);\n"
|
||||
"}\n"
|
||||
"inline float4 b3QuatInvRotate(b3QuatConstArg q, b3QuatConstArg vec)\n"
|
||||
"{\n"
|
||||
" return b3QuatRotate( b3QuatInvert( q ), vec );\n"
|
||||
"}\n"
|
||||
"inline b3Float4 b3TransformPoint(b3Float4ConstArg point, b3Float4ConstArg translation, b3QuatConstArg orientation)\n"
|
||||
"{\n"
|
||||
" return b3QuatRotate( orientation, point ) + (translation);\n"
|
||||
"}\n"
|
||||
" \n"
|
||||
"#endif \n"
|
||||
"#endif //B3_QUAT_H\n"
|
||||
"#ifndef B3_MAT3x3_H\n"
|
||||
"#define B3_MAT3x3_H\n"
|
||||
"#ifndef B3_QUAT_H\n"
|
||||
"#ifdef __cplusplus\n"
|
||||
"#else\n"
|
||||
"#endif \n"
|
||||
"#endif //B3_QUAT_H\n"
|
||||
"#ifdef __cplusplus\n"
|
||||
"#else\n"
|
||||
"typedef struct\n"
|
||||
"{\n"
|
||||
" float4 m_pos;\n"
|
||||
" float4 m_quat;\n"
|
||||
" float4 m_linVel;\n"
|
||||
" float4 m_angVel;\n"
|
||||
" unsigned int m_collidableIdx;\n"
|
||||
" float m_invMass;\n"
|
||||
" float m_restituitionCoeff;\n"
|
||||
" float m_frictionCoeff;\n"
|
||||
"} Body;\n"
|
||||
" b3Float4 m_row[3];\n"
|
||||
"}b3Mat3x3;\n"
|
||||
"#define b3Mat3x3ConstArg const b3Mat3x3\n"
|
||||
"#define b3GetRow(m,row) (m.m_row[row])\n"
|
||||
"inline b3Mat3x3 b3QuatGetRotationMatrix(b3Quat quat)\n"
|
||||
"{\n"
|
||||
" b3Float4 quat2 = (b3Float4)(quat.x*quat.x, quat.y*quat.y, quat.z*quat.z, 0.f);\n"
|
||||
" b3Mat3x3 out;\n"
|
||||
" out.m_row[0].x=1-2*quat2.y-2*quat2.z;\n"
|
||||
" out.m_row[0].y=2*quat.x*quat.y-2*quat.w*quat.z;\n"
|
||||
" out.m_row[0].z=2*quat.x*quat.z+2*quat.w*quat.y;\n"
|
||||
" out.m_row[0].w = 0.f;\n"
|
||||
" out.m_row[1].x=2*quat.x*quat.y+2*quat.w*quat.z;\n"
|
||||
" out.m_row[1].y=1-2*quat2.x-2*quat2.z;\n"
|
||||
" out.m_row[1].z=2*quat.y*quat.z-2*quat.w*quat.x;\n"
|
||||
" out.m_row[1].w = 0.f;\n"
|
||||
" out.m_row[2].x=2*quat.x*quat.z-2*quat.w*quat.y;\n"
|
||||
" out.m_row[2].y=2*quat.y*quat.z+2*quat.w*quat.x;\n"
|
||||
" out.m_row[2].z=1-2*quat2.x-2*quat2.y;\n"
|
||||
" out.m_row[2].w = 0.f;\n"
|
||||
" return out;\n"
|
||||
"}\n"
|
||||
"inline b3Mat3x3 b3AbsoluteMat3x3(b3Mat3x3ConstArg matIn)\n"
|
||||
"{\n"
|
||||
" b3Mat3x3 out;\n"
|
||||
" out.m_row[0] = fabs(matIn.m_row[0]);\n"
|
||||
" out.m_row[1] = fabs(matIn.m_row[1]);\n"
|
||||
" out.m_row[2] = fabs(matIn.m_row[2]);\n"
|
||||
" return out;\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"b3Mat3x3 mtZero();\n"
|
||||
"__inline\n"
|
||||
"b3Mat3x3 mtIdentity();\n"
|
||||
"__inline\n"
|
||||
"b3Mat3x3 mtTranspose(b3Mat3x3 m);\n"
|
||||
"__inline\n"
|
||||
"b3Mat3x3 mtMul(b3Mat3x3 a, b3Mat3x3 b);\n"
|
||||
"__inline\n"
|
||||
"b3Float4 mtMul1(b3Mat3x3 a, b3Float4 b);\n"
|
||||
"__inline\n"
|
||||
"b3Float4 mtMul3(b3Float4 a, b3Mat3x3 b);\n"
|
||||
"__inline\n"
|
||||
"b3Mat3x3 mtZero()\n"
|
||||
"{\n"
|
||||
" b3Mat3x3 m;\n"
|
||||
" m.m_row[0] = (b3Float4)(0.f);\n"
|
||||
" m.m_row[1] = (b3Float4)(0.f);\n"
|
||||
" m.m_row[2] = (b3Float4)(0.f);\n"
|
||||
" return m;\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"b3Mat3x3 mtIdentity()\n"
|
||||
"{\n"
|
||||
" b3Mat3x3 m;\n"
|
||||
" m.m_row[0] = (b3Float4)(1,0,0,0);\n"
|
||||
" m.m_row[1] = (b3Float4)(0,1,0,0);\n"
|
||||
" m.m_row[2] = (b3Float4)(0,0,1,0);\n"
|
||||
" return m;\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"b3Mat3x3 mtTranspose(b3Mat3x3 m)\n"
|
||||
"{\n"
|
||||
" b3Mat3x3 out;\n"
|
||||
" out.m_row[0] = (b3Float4)(m.m_row[0].x, m.m_row[1].x, m.m_row[2].x, 0.f);\n"
|
||||
" out.m_row[1] = (b3Float4)(m.m_row[0].y, m.m_row[1].y, m.m_row[2].y, 0.f);\n"
|
||||
" out.m_row[2] = (b3Float4)(m.m_row[0].z, m.m_row[1].z, m.m_row[2].z, 0.f);\n"
|
||||
" return out;\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"b3Mat3x3 mtMul(b3Mat3x3 a, b3Mat3x3 b)\n"
|
||||
"{\n"
|
||||
" b3Mat3x3 transB;\n"
|
||||
" transB = mtTranspose( b );\n"
|
||||
" b3Mat3x3 ans;\n"
|
||||
" // why this doesn't run when 0ing in the for{}\n"
|
||||
" a.m_row[0].w = 0.f;\n"
|
||||
" a.m_row[1].w = 0.f;\n"
|
||||
" a.m_row[2].w = 0.f;\n"
|
||||
" for(int i=0; i<3; i++)\n"
|
||||
" {\n"
|
||||
"// a.m_row[i].w = 0.f;\n"
|
||||
" ans.m_row[i].x = b3Dot3F4(a.m_row[i],transB.m_row[0]);\n"
|
||||
" ans.m_row[i].y = b3Dot3F4(a.m_row[i],transB.m_row[1]);\n"
|
||||
" ans.m_row[i].z = b3Dot3F4(a.m_row[i],transB.m_row[2]);\n"
|
||||
" ans.m_row[i].w = 0.f;\n"
|
||||
" }\n"
|
||||
" return ans;\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"b3Float4 mtMul1(b3Mat3x3 a, b3Float4 b)\n"
|
||||
"{\n"
|
||||
" b3Float4 ans;\n"
|
||||
" ans.x = b3Dot3F4( a.m_row[0], b );\n"
|
||||
" ans.y = b3Dot3F4( a.m_row[1], b );\n"
|
||||
" ans.z = b3Dot3F4( a.m_row[2], b );\n"
|
||||
" ans.w = 0.f;\n"
|
||||
" return ans;\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"b3Float4 mtMul3(b3Float4 a, b3Mat3x3 b)\n"
|
||||
"{\n"
|
||||
" b3Float4 colx = b3MakeFloat4(b.m_row[0].x, b.m_row[1].x, b.m_row[2].x, 0);\n"
|
||||
" b3Float4 coly = b3MakeFloat4(b.m_row[0].y, b.m_row[1].y, b.m_row[2].y, 0);\n"
|
||||
" b3Float4 colz = b3MakeFloat4(b.m_row[0].z, b.m_row[1].z, b.m_row[2].z, 0);\n"
|
||||
" b3Float4 ans;\n"
|
||||
" ans.x = b3Dot3F4( a, colx );\n"
|
||||
" ans.y = b3Dot3F4( a, coly );\n"
|
||||
" ans.z = b3Dot3F4( a, colz );\n"
|
||||
" return ans;\n"
|
||||
"}\n"
|
||||
"#endif\n"
|
||||
"#endif //B3_MAT3x3_H\n"
|
||||
"typedef struct b3RigidBodyData b3RigidBodyData_t;\n"
|
||||
"struct b3RigidBodyData\n"
|
||||
"{\n"
|
||||
" b3Float4 m_pos;\n"
|
||||
" b3Quat m_quat;\n"
|
||||
" b3Float4 m_linVel;\n"
|
||||
" b3Float4 m_angVel;\n"
|
||||
" int m_collidableIdx;\n"
|
||||
" float m_invMass;\n"
|
||||
" float m_restituitionCoeff;\n"
|
||||
" float m_frictionCoeff;\n"
|
||||
"};\n"
|
||||
"typedef struct b3InertiaData b3InertiaData_t;\n"
|
||||
"struct b3InertiaData\n"
|
||||
"{\n"
|
||||
" b3Mat3x3 m_invInertiaWorld;\n"
|
||||
" b3Mat3x3 m_initInvInertia;\n"
|
||||
"};\n"
|
||||
"#endif //B3_RIGIDBODY_DATA_H\n"
|
||||
" \n"
|
||||
"float4 quatMult(float4 q1, float4 q2)\n"
|
||||
"{\n"
|
||||
" float4 q;\n"
|
||||
" q.x = q1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y;\n"
|
||||
" q.y = q1.w * q2.y + q1.y * q2.w + q1.z * q2.x - q1.x * q2.z;\n"
|
||||
" q.z = q1.w * q2.z + q1.z * q2.w + q1.x * q2.y - q1.y * q2.x;\n"
|
||||
" q.w = q1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z; \n"
|
||||
" return q;\n"
|
||||
"}\n"
|
||||
"__kernel void \n"
|
||||
" integrateTransformsKernel( __global Body* bodies,const int numNodes, float timeStep, float angularDamping, float4 gravityAcceleration)\n"
|
||||
" integrateTransformsKernel( __global b3RigidBodyData_t* bodies,const int numNodes, float timeStep, float angularDamping, float4 gravityAcceleration)\n"
|
||||
"{\n"
|
||||
" int nodeID = get_global_id(0);\n"
|
||||
" float BT_GPU_ANGULAR_MOTION_THRESHOLD = (0.25f * 3.14159254f);\n"
|
||||
@@ -82,7 +318,7 @@ static const char* integrateKernelCL= \
|
||||
" dorn.w = native_cos(fAngle * timeStep * 0.5f);\n"
|
||||
" float4 orn0 = bodies[nodeID].m_quat;\n"
|
||||
" float4 predictedOrn = quatMult(dorn, orn0);\n"
|
||||
" predictedOrn = quatNorm(predictedOrn);\n"
|
||||
" predictedOrn = b3QuatNormalize(predictedOrn);\n"
|
||||
" bodies[nodeID].m_quat=predictedOrn;\n"
|
||||
" }\n"
|
||||
" //linear velocity \n"
|
||||
|
||||
@@ -14,7 +14,7 @@ subject to the following restrictions:
|
||||
*/
|
||||
//Originally written by Takahiro Harada
|
||||
|
||||
#include "Bullet3Collision/NarrowPhaseCollision/shared/b3Contact4Data.h"
|
||||
#include "Bullet3Dynamics/shared/b3ConvertConstraint4.h"
|
||||
|
||||
#pragma OPENCL EXTENSION cl_amd_printf : enable
|
||||
#pragma OPENCL EXTENSION cl_khr_local_int32_base_atomics : enable
|
||||
@@ -171,238 +171,13 @@ float4 createEquation(const float4 a, const float4 b, const float4 c)
|
||||
return eqn;
|
||||
}
|
||||
|
||||
///////////////////////////////////////
|
||||
// Matrix3x3
|
||||
///////////////////////////////////////
|
||||
|
||||
typedef struct
|
||||
{
|
||||
float4 m_row[3];
|
||||
}Matrix3x3;
|
||||
|
||||
__inline
|
||||
Matrix3x3 mtZero();
|
||||
|
||||
__inline
|
||||
Matrix3x3 mtIdentity();
|
||||
|
||||
__inline
|
||||
Matrix3x3 mtTranspose(Matrix3x3 m);
|
||||
|
||||
__inline
|
||||
Matrix3x3 mtMul(Matrix3x3 a, Matrix3x3 b);
|
||||
|
||||
__inline
|
||||
float4 mtMul1(Matrix3x3 a, float4 b);
|
||||
|
||||
__inline
|
||||
float4 mtMul3(float4 a, Matrix3x3 b);
|
||||
|
||||
__inline
|
||||
Matrix3x3 mtZero()
|
||||
{
|
||||
Matrix3x3 m;
|
||||
m.m_row[0] = (float4)(0.f);
|
||||
m.m_row[1] = (float4)(0.f);
|
||||
m.m_row[2] = (float4)(0.f);
|
||||
return m;
|
||||
}
|
||||
|
||||
__inline
|
||||
Matrix3x3 mtIdentity()
|
||||
{
|
||||
Matrix3x3 m;
|
||||
m.m_row[0] = (float4)(1,0,0,0);
|
||||
m.m_row[1] = (float4)(0,1,0,0);
|
||||
m.m_row[2] = (float4)(0,0,1,0);
|
||||
return m;
|
||||
}
|
||||
|
||||
__inline
|
||||
Matrix3x3 mtTranspose(Matrix3x3 m)
|
||||
{
|
||||
Matrix3x3 out;
|
||||
out.m_row[0] = (float4)(m.m_row[0].x, m.m_row[1].x, m.m_row[2].x, 0.f);
|
||||
out.m_row[1] = (float4)(m.m_row[0].y, m.m_row[1].y, m.m_row[2].y, 0.f);
|
||||
out.m_row[2] = (float4)(m.m_row[0].z, m.m_row[1].z, m.m_row[2].z, 0.f);
|
||||
return out;
|
||||
}
|
||||
|
||||
__inline
|
||||
Matrix3x3 mtMul(Matrix3x3 a, Matrix3x3 b)
|
||||
{
|
||||
Matrix3x3 transB;
|
||||
transB = mtTranspose( b );
|
||||
Matrix3x3 ans;
|
||||
// why this doesn't run when 0ing in the for{}
|
||||
a.m_row[0].w = 0.f;
|
||||
a.m_row[1].w = 0.f;
|
||||
a.m_row[2].w = 0.f;
|
||||
for(int i=0; i<3; i++)
|
||||
{
|
||||
// a.m_row[i].w = 0.f;
|
||||
ans.m_row[i].x = dot3F4(a.m_row[i],transB.m_row[0]);
|
||||
ans.m_row[i].y = dot3F4(a.m_row[i],transB.m_row[1]);
|
||||
ans.m_row[i].z = dot3F4(a.m_row[i],transB.m_row[2]);
|
||||
ans.m_row[i].w = 0.f;
|
||||
}
|
||||
return ans;
|
||||
}
|
||||
|
||||
__inline
|
||||
float4 mtMul1(Matrix3x3 a, float4 b)
|
||||
{
|
||||
float4 ans;
|
||||
ans.x = dot3F4( a.m_row[0], b );
|
||||
ans.y = dot3F4( a.m_row[1], b );
|
||||
ans.z = dot3F4( a.m_row[2], b );
|
||||
ans.w = 0.f;
|
||||
return ans;
|
||||
}
|
||||
|
||||
__inline
|
||||
float4 mtMul3(float4 a, Matrix3x3 b)
|
||||
{
|
||||
float4 colx = make_float4(b.m_row[0].x, b.m_row[1].x, b.m_row[2].x, 0);
|
||||
float4 coly = make_float4(b.m_row[0].y, b.m_row[1].y, b.m_row[2].y, 0);
|
||||
float4 colz = make_float4(b.m_row[0].z, b.m_row[1].z, b.m_row[2].z, 0);
|
||||
|
||||
float4 ans;
|
||||
ans.x = dot3F4( a, colx );
|
||||
ans.y = dot3F4( a, coly );
|
||||
ans.z = dot3F4( a, colz );
|
||||
return ans;
|
||||
}
|
||||
|
||||
///////////////////////////////////////
|
||||
// Quaternion
|
||||
///////////////////////////////////////
|
||||
|
||||
typedef float4 Quaternion;
|
||||
|
||||
__inline
|
||||
Quaternion qtMul(Quaternion a, Quaternion b);
|
||||
|
||||
__inline
|
||||
Quaternion qtNormalize(Quaternion in);
|
||||
|
||||
__inline
|
||||
float4 qtRotate(Quaternion q, float4 vec);
|
||||
|
||||
__inline
|
||||
Quaternion qtInvert(Quaternion q);
|
||||
|
||||
__inline
|
||||
Matrix3x3 qtGetRotationMatrix(Quaternion q);
|
||||
|
||||
|
||||
|
||||
__inline
|
||||
Quaternion qtMul(Quaternion a, Quaternion b)
|
||||
{
|
||||
Quaternion ans;
|
||||
ans = cross3( a, b );
|
||||
ans += a.w*b+b.w*a;
|
||||
// ans.w = a.w*b.w - (a.x*b.x+a.y*b.y+a.z*b.z);
|
||||
ans.w = a.w*b.w - dot3F4(a, b);
|
||||
return ans;
|
||||
}
|
||||
|
||||
__inline
|
||||
Quaternion qtNormalize(Quaternion in)
|
||||
{
|
||||
return fastNormalize4(in);
|
||||
// in /= length( in );
|
||||
// return in;
|
||||
}
|
||||
__inline
|
||||
float4 qtRotate(Quaternion q, float4 vec)
|
||||
{
|
||||
Quaternion qInv = qtInvert( q );
|
||||
float4 vcpy = vec;
|
||||
vcpy.w = 0.f;
|
||||
float4 out = qtMul(qtMul(q,vcpy),qInv);
|
||||
return out;
|
||||
}
|
||||
|
||||
__inline
|
||||
Quaternion qtInvert(Quaternion q)
|
||||
{
|
||||
return (Quaternion)(-q.xyz, q.w);
|
||||
}
|
||||
|
||||
__inline
|
||||
float4 qtInvRotate(const Quaternion q, float4 vec)
|
||||
{
|
||||
return qtRotate( qtInvert( q ), vec );
|
||||
}
|
||||
|
||||
__inline
|
||||
Matrix3x3 qtGetRotationMatrix(Quaternion quat)
|
||||
{
|
||||
float4 quat2 = (float4)(quat.x*quat.x, quat.y*quat.y, quat.z*quat.z, 0.f);
|
||||
Matrix3x3 out;
|
||||
|
||||
out.m_row[0].x=1-2*quat2.y-2*quat2.z;
|
||||
out.m_row[0].y=2*quat.x*quat.y-2*quat.w*quat.z;
|
||||
out.m_row[0].z=2*quat.x*quat.z+2*quat.w*quat.y;
|
||||
out.m_row[0].w = 0.f;
|
||||
|
||||
out.m_row[1].x=2*quat.x*quat.y+2*quat.w*quat.z;
|
||||
out.m_row[1].y=1-2*quat2.x-2*quat2.z;
|
||||
out.m_row[1].z=2*quat.y*quat.z-2*quat.w*quat.x;
|
||||
out.m_row[1].w = 0.f;
|
||||
|
||||
out.m_row[2].x=2*quat.x*quat.z-2*quat.w*quat.y;
|
||||
out.m_row[2].y=2*quat.y*quat.z+2*quat.w*quat.x;
|
||||
out.m_row[2].z=1-2*quat2.x-2*quat2.y;
|
||||
out.m_row[2].w = 0.f;
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
#define WG_SIZE 64
|
||||
|
||||
typedef struct
|
||||
{
|
||||
float4 m_pos;
|
||||
Quaternion m_quat;
|
||||
float4 m_linVel;
|
||||
float4 m_angVel;
|
||||
|
||||
u32 m_shapeIdx;
|
||||
float m_invMass;
|
||||
float m_restituitionCoeff;
|
||||
float m_frictionCoeff;
|
||||
} Body;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
Matrix3x3 m_invInertia;
|
||||
Matrix3x3 m_initInvInertia;
|
||||
} Shape;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
float4 m_linear;
|
||||
float4 m_worldPos[4];
|
||||
float4 m_center;
|
||||
float m_jacCoeffInv[4];
|
||||
float m_b[4];
|
||||
float m_appliedRambdaDt[4];
|
||||
|
||||
float m_fJacCoeffInv[2];
|
||||
float m_fAppliedRambdaDt[2];
|
||||
|
||||
u32 m_bodyA;
|
||||
u32 m_bodyB;
|
||||
|
||||
int m_batchIdx;
|
||||
u32 m_paddings[1];
|
||||
} Constraint4;
|
||||
|
||||
|
||||
|
||||
@@ -425,31 +200,6 @@ typedef struct
|
||||
} ConstBufferBatchSolve;
|
||||
|
||||
|
||||
void setLinearAndAngular( float4 n, float4 r0, float4 r1, float4* linear, float4* angular0, float4* angular1)
|
||||
{
|
||||
*linear = make_float4(n.xyz,0.f);
|
||||
*angular0 = cross3(r0, n);
|
||||
*angular1 = -cross3(r1, n);
|
||||
}
|
||||
|
||||
|
||||
float calcRelVel( float4 l0, float4 l1, float4 a0, float4 a1, float4 linVel0, float4 angVel0, float4 linVel1, float4 angVel1 )
|
||||
{
|
||||
return dot3F4(l0, linVel0) + dot3F4(a0, angVel0) + dot3F4(l1, linVel1) + dot3F4(a1, angVel1);
|
||||
}
|
||||
|
||||
|
||||
float calcJacCoeff(const float4 linear0, const float4 linear1, const float4 angular0, const float4 angular1,
|
||||
float invMass0, const Matrix3x3* invInertia0, float invMass1, const Matrix3x3* invInertia1)
|
||||
{
|
||||
// linear0,1 are normlized
|
||||
float jmj0 = invMass0;//dot3F4(linear0, linear0)*invMass0;
|
||||
float jmj1 = dot3F4(mtMul3(angular0,*invInertia0), angular0);
|
||||
float jmj2 = invMass1;//dot3F4(linear1, linear1)*invMass1;
|
||||
float jmj3 = dot3F4(mtMul3(angular1,*invInertia1), angular1);
|
||||
return -1.f/(jmj0+jmj1+jmj2+jmj3);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -470,133 +220,8 @@ typedef struct
|
||||
|
||||
|
||||
|
||||
typedef struct
|
||||
{
|
||||
int m_nContacts;
|
||||
int m_staticIdx;
|
||||
float m_scale;
|
||||
int m_nSplit;
|
||||
} ConstBufferSSD;
|
||||
|
||||
|
||||
void btPlaneSpace1 (float4 n, float4* p, float4* q);
|
||||
void btPlaneSpace1 (float4 n, float4* p, float4* q)
|
||||
{
|
||||
if (fabs(n.z) > 0.70710678f) {
|
||||
// choose p in y-z plane
|
||||
float a = n.y*n.y + n.z*n.z;
|
||||
float k = 1.f/sqrt(a);
|
||||
p[0].x = 0;
|
||||
p[0].y = -n.z*k;
|
||||
p[0].z = n.y*k;
|
||||
// set q = n x p
|
||||
q[0].x = a*k;
|
||||
q[0].y = -n.x*p[0].z;
|
||||
q[0].z = n.x*p[0].y;
|
||||
}
|
||||
else {
|
||||
// choose p in x-y plane
|
||||
float a = n.x*n.x + n.y*n.y;
|
||||
float k = 1.f/sqrt(a);
|
||||
p[0].x = -n.y*k;
|
||||
p[0].y = n.x*k;
|
||||
p[0].z = 0;
|
||||
// set q = n x p
|
||||
q[0].x = -n.z*p[0].y;
|
||||
q[0].y = n.z*p[0].x;
|
||||
q[0].z = a*k;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void setConstraint4( const float4 posA, const float4 linVelA, const float4 angVelA, float invMassA, const Matrix3x3 invInertiaA,
|
||||
const float4 posB, const float4 linVelB, const float4 angVelB, float invMassB, const Matrix3x3 invInertiaB,
|
||||
__global struct b3Contact4Data* src, float dt, float positionDrift, float positionConstraintCoeff,
|
||||
Constraint4* dstC )
|
||||
{
|
||||
dstC->m_bodyA = abs(src->m_bodyAPtrAndSignBit);
|
||||
dstC->m_bodyB = abs(src->m_bodyBPtrAndSignBit);
|
||||
|
||||
float dtInv = 1.f/dt;
|
||||
for(int ic=0; ic<4; ic++)
|
||||
{
|
||||
dstC->m_appliedRambdaDt[ic] = 0.f;
|
||||
}
|
||||
dstC->m_fJacCoeffInv[0] = dstC->m_fJacCoeffInv[1] = 0.f;
|
||||
|
||||
|
||||
dstC->m_linear = src->m_worldNormalOnB;
|
||||
dstC->m_linear.w = 0.7f ;//src->getFrictionCoeff() );
|
||||
for(int ic=0; ic<4; ic++)
|
||||
{
|
||||
float4 r0 = src->m_worldPosB[ic] - posA;
|
||||
float4 r1 = src->m_worldPosB[ic] - posB;
|
||||
|
||||
if( ic >= src->m_worldNormalOnB.w )//npoints
|
||||
{
|
||||
dstC->m_jacCoeffInv[ic] = 0.f;
|
||||
continue;
|
||||
}
|
||||
|
||||
float relVelN;
|
||||
{
|
||||
float4 linear, angular0, angular1;
|
||||
setLinearAndAngular(src->m_worldNormalOnB, r0, r1, &linear, &angular0, &angular1);
|
||||
|
||||
dstC->m_jacCoeffInv[ic] = calcJacCoeff(linear, -linear, angular0, angular1,
|
||||
invMassA, &invInertiaA, invMassB, &invInertiaB );
|
||||
|
||||
relVelN = calcRelVel(linear, -linear, angular0, angular1,
|
||||
linVelA, angVelA, linVelB, angVelB);
|
||||
|
||||
float e = 0.f;//src->getRestituitionCoeff();
|
||||
if( relVelN*relVelN < 0.004f ) e = 0.f;
|
||||
|
||||
dstC->m_b[ic] = e*relVelN;
|
||||
//float penetration = src->m_worldPosB[ic].w;
|
||||
dstC->m_b[ic] += (src->m_worldPosB[ic].w + positionDrift)*positionConstraintCoeff*dtInv;
|
||||
dstC->m_appliedRambdaDt[ic] = 0.f;
|
||||
}
|
||||
}
|
||||
|
||||
if( src->m_worldNormalOnB.w > 0 )//npoints
|
||||
{ // prepare friction
|
||||
float4 center = make_float4(0.f);
|
||||
for(int i=0; i<src->m_worldNormalOnB.w; i++)
|
||||
center += src->m_worldPosB[i];
|
||||
center /= (float)src->m_worldNormalOnB.w;
|
||||
|
||||
float4 tangent[2];
|
||||
btPlaneSpace1(src->m_worldNormalOnB,&tangent[0],&tangent[1]);
|
||||
|
||||
float4 r[2];
|
||||
r[0] = center - posA;
|
||||
r[1] = center - posB;
|
||||
|
||||
for(int i=0; i<2; i++)
|
||||
{
|
||||
float4 linear, angular0, angular1;
|
||||
setLinearAndAngular(tangent[i], r[0], r[1], &linear, &angular0, &angular1);
|
||||
|
||||
dstC->m_fJacCoeffInv[i] = calcJacCoeff(linear, -linear, angular0, angular1,
|
||||
invMassA, &invInertiaA, invMassB, &invInertiaB );
|
||||
dstC->m_fAppliedRambdaDt[i] = 0.f;
|
||||
}
|
||||
dstC->m_center = center;
|
||||
}
|
||||
|
||||
for(int i=0; i<4; i++)
|
||||
{
|
||||
if( i<src->m_worldNormalOnB.w )
|
||||
{
|
||||
dstC->m_worldPos[i] = src->m_worldPosB[i];
|
||||
}
|
||||
else
|
||||
{
|
||||
dstC->m_worldPos[i] = make_float4(0.f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
typedef struct
|
||||
{
|
||||
@@ -608,7 +233,7 @@ typedef struct
|
||||
|
||||
__kernel
|
||||
__attribute__((reqd_work_group_size(WG_SIZE,1,1)))
|
||||
void ContactToConstraintKernel(__global struct b3Contact4Data* gContact, __global Body* gBodies, __global Shape* gShapes, __global Constraint4* gConstraintOut,
|
||||
void ContactToConstraintKernel(__global struct b3Contact4Data* gContact, __global b3RigidBodyData_t* gBodies, __global b3InertiaData_t* gShapes, __global b3ContactConstraint4_t* gConstraintOut,
|
||||
int nContacts,
|
||||
float dt,
|
||||
float positionDrift,
|
||||
@@ -626,15 +251,15 @@ float positionConstraintCoeff
|
||||
float4 linVelA = gBodies[aIdx].m_linVel;
|
||||
float4 angVelA = gBodies[aIdx].m_angVel;
|
||||
float invMassA = gBodies[aIdx].m_invMass;
|
||||
Matrix3x3 invInertiaA = gShapes[aIdx].m_invInertia;
|
||||
b3Mat3x3 invInertiaA = gShapes[aIdx].m_initInvInertia;
|
||||
|
||||
float4 posB = gBodies[bIdx].m_pos;
|
||||
float4 linVelB = gBodies[bIdx].m_linVel;
|
||||
float4 angVelB = gBodies[bIdx].m_angVel;
|
||||
float invMassB = gBodies[bIdx].m_invMass;
|
||||
Matrix3x3 invInertiaB = gShapes[bIdx].m_invInertia;
|
||||
b3Mat3x3 invInertiaB = gShapes[bIdx].m_initInvInertia;
|
||||
|
||||
Constraint4 cs;
|
||||
b3ContactConstraint4_t cs;
|
||||
|
||||
setConstraint4( posA, linVelA, angVelA, invMassA, invInertiaA, posB, linVelB, angVelB, invMassB, invInertiaB,
|
||||
&gContact[gIdx], dt, positionDrift, positionConstraintCoeff,
|
||||
|
||||
@@ -80,6 +80,385 @@ static const char* solverSetupCL= \
|
||||
" contact->m_worldNormalOnB.w = (float)numPoints;\n"
|
||||
"};\n"
|
||||
"#endif //B3_CONTACT4DATA_H\n"
|
||||
"#ifndef B3_CONTACT_CONSTRAINT5_H\n"
|
||||
"#define B3_CONTACT_CONSTRAINT5_H\n"
|
||||
"#ifndef B3_FLOAT4_H\n"
|
||||
"#ifdef __cplusplus\n"
|
||||
"#else\n"
|
||||
"#endif \n"
|
||||
"#endif //B3_FLOAT4_H\n"
|
||||
"typedef struct b3ContactConstraint4 b3ContactConstraint4_t;\n"
|
||||
"struct b3ContactConstraint4\n"
|
||||
"{\n"
|
||||
" b3Float4 m_linear;//normal?\n"
|
||||
" b3Float4 m_worldPos[4];\n"
|
||||
" b3Float4 m_center; // friction\n"
|
||||
" float m_jacCoeffInv[4];\n"
|
||||
" float m_b[4];\n"
|
||||
" float m_appliedRambdaDt[4];\n"
|
||||
" float m_fJacCoeffInv[2]; // friction\n"
|
||||
" float m_fAppliedRambdaDt[2]; // friction\n"
|
||||
" unsigned int m_bodyA;\n"
|
||||
" unsigned int m_bodyB;\n"
|
||||
" int m_batchIdx;\n"
|
||||
" unsigned int m_paddings;\n"
|
||||
"};\n"
|
||||
"//inline void setFrictionCoeff(float value) { m_linear[3] = value; }\n"
|
||||
"inline float b3GetFrictionCoeff(b3ContactConstraint4_t* constraint) \n"
|
||||
"{\n"
|
||||
" return constraint->m_linear.w; \n"
|
||||
"}\n"
|
||||
"#endif //B3_CONTACT_CONSTRAINT5_H\n"
|
||||
"#ifndef B3_RIGIDBODY_DATA_H\n"
|
||||
"#define B3_RIGIDBODY_DATA_H\n"
|
||||
"#ifndef B3_FLOAT4_H\n"
|
||||
"#ifdef __cplusplus\n"
|
||||
"#else\n"
|
||||
"#endif \n"
|
||||
"#endif //B3_FLOAT4_H\n"
|
||||
"#ifndef B3_QUAT_H\n"
|
||||
"#define B3_QUAT_H\n"
|
||||
"#ifndef B3_PLATFORM_DEFINITIONS_H\n"
|
||||
"#ifdef __cplusplus\n"
|
||||
"#else\n"
|
||||
"#endif\n"
|
||||
"#endif\n"
|
||||
"#ifndef B3_FLOAT4_H\n"
|
||||
"#ifdef __cplusplus\n"
|
||||
"#else\n"
|
||||
"#endif \n"
|
||||
"#endif //B3_FLOAT4_H\n"
|
||||
"#ifdef __cplusplus\n"
|
||||
"#else\n"
|
||||
" typedef float4 b3Quat;\n"
|
||||
" #define b3QuatConstArg const b3Quat\n"
|
||||
" \n"
|
||||
" \n"
|
||||
"inline float4 b3FastNormalize4(float4 v)\n"
|
||||
"{\n"
|
||||
" v = (float4)(v.xyz,0.f);\n"
|
||||
" return fast_normalize(v);\n"
|
||||
"}\n"
|
||||
" \n"
|
||||
"inline b3Quat b3QuatMul(b3Quat a, b3Quat b);\n"
|
||||
"inline b3Quat b3QuatNormalize(b3QuatConstArg in);\n"
|
||||
"inline b3Quat b3QuatRotate(b3QuatConstArg q, b3QuatConstArg vec);\n"
|
||||
"inline b3Quat b3QuatInvert(b3QuatConstArg q);\n"
|
||||
"inline b3Quat b3QuatMul(b3QuatConstArg a, b3QuatConstArg b)\n"
|
||||
"{\n"
|
||||
" b3Quat ans;\n"
|
||||
" ans = b3Cross3( a, b );\n"
|
||||
" ans += a.w*b+b.w*a;\n"
|
||||
"// ans.w = a.w*b.w - (a.x*b.x+a.y*b.y+a.z*b.z);\n"
|
||||
" ans.w = a.w*b.w - b3Dot3F4(a, b);\n"
|
||||
" return ans;\n"
|
||||
"}\n"
|
||||
"inline b3Quat b3QuatNormalize(b3QuatConstArg in)\n"
|
||||
"{\n"
|
||||
" //return b3FastNormalize4(in);\n"
|
||||
" float len = native_sqrt(dot(q, q));\n"
|
||||
" if(len > 0.f)\n"
|
||||
" {\n"
|
||||
" q *= 1.f / len;\n"
|
||||
" }\n"
|
||||
" else\n"
|
||||
" {\n"
|
||||
" q.x = q.y = q.z = 0.f;\n"
|
||||
" q.w = 1.f;\n"
|
||||
" }\n"
|
||||
" return q;\n"
|
||||
"}\n"
|
||||
"inline float4 b3QuatRotate(b3QuatConstArg q, b3QuatConstArg vec)\n"
|
||||
"{\n"
|
||||
" b3Quat qInv = b3QuatInvert( q );\n"
|
||||
" float4 vcpy = vec;\n"
|
||||
" vcpy.w = 0.f;\n"
|
||||
" float4 out = b3QuatMul(b3QuatMul(q,vcpy),qInv);\n"
|
||||
" return out;\n"
|
||||
"}\n"
|
||||
"inline b3Quat b3QuatInvert(b3QuatConstArg q)\n"
|
||||
"{\n"
|
||||
" return (b3Quat)(-q.xyz, q.w);\n"
|
||||
"}\n"
|
||||
"inline float4 b3QuatInvRotate(b3QuatConstArg q, b3QuatConstArg vec)\n"
|
||||
"{\n"
|
||||
" return b3QuatRotate( b3QuatInvert( q ), vec );\n"
|
||||
"}\n"
|
||||
"inline b3Float4 b3TransformPoint(b3Float4ConstArg point, b3Float4ConstArg translation, b3QuatConstArg orientation)\n"
|
||||
"{\n"
|
||||
" return b3QuatRotate( orientation, point ) + (translation);\n"
|
||||
"}\n"
|
||||
" \n"
|
||||
"#endif \n"
|
||||
"#endif //B3_QUAT_H\n"
|
||||
"#ifndef B3_MAT3x3_H\n"
|
||||
"#define B3_MAT3x3_H\n"
|
||||
"#ifndef B3_QUAT_H\n"
|
||||
"#ifdef __cplusplus\n"
|
||||
"#else\n"
|
||||
"#endif \n"
|
||||
"#endif //B3_QUAT_H\n"
|
||||
"#ifdef __cplusplus\n"
|
||||
"#else\n"
|
||||
"typedef struct\n"
|
||||
"{\n"
|
||||
" b3Float4 m_row[3];\n"
|
||||
"}b3Mat3x3;\n"
|
||||
"#define b3Mat3x3ConstArg const b3Mat3x3\n"
|
||||
"#define b3GetRow(m,row) (m.m_row[row])\n"
|
||||
"inline b3Mat3x3 b3QuatGetRotationMatrix(b3Quat quat)\n"
|
||||
"{\n"
|
||||
" b3Float4 quat2 = (b3Float4)(quat.x*quat.x, quat.y*quat.y, quat.z*quat.z, 0.f);\n"
|
||||
" b3Mat3x3 out;\n"
|
||||
" out.m_row[0].x=1-2*quat2.y-2*quat2.z;\n"
|
||||
" out.m_row[0].y=2*quat.x*quat.y-2*quat.w*quat.z;\n"
|
||||
" out.m_row[0].z=2*quat.x*quat.z+2*quat.w*quat.y;\n"
|
||||
" out.m_row[0].w = 0.f;\n"
|
||||
" out.m_row[1].x=2*quat.x*quat.y+2*quat.w*quat.z;\n"
|
||||
" out.m_row[1].y=1-2*quat2.x-2*quat2.z;\n"
|
||||
" out.m_row[1].z=2*quat.y*quat.z-2*quat.w*quat.x;\n"
|
||||
" out.m_row[1].w = 0.f;\n"
|
||||
" out.m_row[2].x=2*quat.x*quat.z-2*quat.w*quat.y;\n"
|
||||
" out.m_row[2].y=2*quat.y*quat.z+2*quat.w*quat.x;\n"
|
||||
" out.m_row[2].z=1-2*quat2.x-2*quat2.y;\n"
|
||||
" out.m_row[2].w = 0.f;\n"
|
||||
" return out;\n"
|
||||
"}\n"
|
||||
"inline b3Mat3x3 b3AbsoluteMat3x3(b3Mat3x3ConstArg matIn)\n"
|
||||
"{\n"
|
||||
" b3Mat3x3 out;\n"
|
||||
" out.m_row[0] = fabs(matIn.m_row[0]);\n"
|
||||
" out.m_row[1] = fabs(matIn.m_row[1]);\n"
|
||||
" out.m_row[2] = fabs(matIn.m_row[2]);\n"
|
||||
" return out;\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"b3Mat3x3 mtZero();\n"
|
||||
"__inline\n"
|
||||
"b3Mat3x3 mtIdentity();\n"
|
||||
"__inline\n"
|
||||
"b3Mat3x3 mtTranspose(b3Mat3x3 m);\n"
|
||||
"__inline\n"
|
||||
"b3Mat3x3 mtMul(b3Mat3x3 a, b3Mat3x3 b);\n"
|
||||
"__inline\n"
|
||||
"b3Float4 mtMul1(b3Mat3x3 a, b3Float4 b);\n"
|
||||
"__inline\n"
|
||||
"b3Float4 mtMul3(b3Float4 a, b3Mat3x3 b);\n"
|
||||
"__inline\n"
|
||||
"b3Mat3x3 mtZero()\n"
|
||||
"{\n"
|
||||
" b3Mat3x3 m;\n"
|
||||
" m.m_row[0] = (b3Float4)(0.f);\n"
|
||||
" m.m_row[1] = (b3Float4)(0.f);\n"
|
||||
" m.m_row[2] = (b3Float4)(0.f);\n"
|
||||
" return m;\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"b3Mat3x3 mtIdentity()\n"
|
||||
"{\n"
|
||||
" b3Mat3x3 m;\n"
|
||||
" m.m_row[0] = (b3Float4)(1,0,0,0);\n"
|
||||
" m.m_row[1] = (b3Float4)(0,1,0,0);\n"
|
||||
" m.m_row[2] = (b3Float4)(0,0,1,0);\n"
|
||||
" return m;\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"b3Mat3x3 mtTranspose(b3Mat3x3 m)\n"
|
||||
"{\n"
|
||||
" b3Mat3x3 out;\n"
|
||||
" out.m_row[0] = (b3Float4)(m.m_row[0].x, m.m_row[1].x, m.m_row[2].x, 0.f);\n"
|
||||
" out.m_row[1] = (b3Float4)(m.m_row[0].y, m.m_row[1].y, m.m_row[2].y, 0.f);\n"
|
||||
" out.m_row[2] = (b3Float4)(m.m_row[0].z, m.m_row[1].z, m.m_row[2].z, 0.f);\n"
|
||||
" return out;\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"b3Mat3x3 mtMul(b3Mat3x3 a, b3Mat3x3 b)\n"
|
||||
"{\n"
|
||||
" b3Mat3x3 transB;\n"
|
||||
" transB = mtTranspose( b );\n"
|
||||
" b3Mat3x3 ans;\n"
|
||||
" // why this doesn't run when 0ing in the for{}\n"
|
||||
" a.m_row[0].w = 0.f;\n"
|
||||
" a.m_row[1].w = 0.f;\n"
|
||||
" a.m_row[2].w = 0.f;\n"
|
||||
" for(int i=0; i<3; i++)\n"
|
||||
" {\n"
|
||||
"// a.m_row[i].w = 0.f;\n"
|
||||
" ans.m_row[i].x = b3Dot3F4(a.m_row[i],transB.m_row[0]);\n"
|
||||
" ans.m_row[i].y = b3Dot3F4(a.m_row[i],transB.m_row[1]);\n"
|
||||
" ans.m_row[i].z = b3Dot3F4(a.m_row[i],transB.m_row[2]);\n"
|
||||
" ans.m_row[i].w = 0.f;\n"
|
||||
" }\n"
|
||||
" return ans;\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"b3Float4 mtMul1(b3Mat3x3 a, b3Float4 b)\n"
|
||||
"{\n"
|
||||
" b3Float4 ans;\n"
|
||||
" ans.x = b3Dot3F4( a.m_row[0], b );\n"
|
||||
" ans.y = b3Dot3F4( a.m_row[1], b );\n"
|
||||
" ans.z = b3Dot3F4( a.m_row[2], b );\n"
|
||||
" ans.w = 0.f;\n"
|
||||
" return ans;\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"b3Float4 mtMul3(b3Float4 a, b3Mat3x3 b)\n"
|
||||
"{\n"
|
||||
" b3Float4 colx = b3MakeFloat4(b.m_row[0].x, b.m_row[1].x, b.m_row[2].x, 0);\n"
|
||||
" b3Float4 coly = b3MakeFloat4(b.m_row[0].y, b.m_row[1].y, b.m_row[2].y, 0);\n"
|
||||
" b3Float4 colz = b3MakeFloat4(b.m_row[0].z, b.m_row[1].z, b.m_row[2].z, 0);\n"
|
||||
" b3Float4 ans;\n"
|
||||
" ans.x = b3Dot3F4( a, colx );\n"
|
||||
" ans.y = b3Dot3F4( a, coly );\n"
|
||||
" ans.z = b3Dot3F4( a, colz );\n"
|
||||
" return ans;\n"
|
||||
"}\n"
|
||||
"#endif\n"
|
||||
"#endif //B3_MAT3x3_H\n"
|
||||
"typedef struct b3RigidBodyData b3RigidBodyData_t;\n"
|
||||
"struct b3RigidBodyData\n"
|
||||
"{\n"
|
||||
" b3Float4 m_pos;\n"
|
||||
" b3Quat m_quat;\n"
|
||||
" b3Float4 m_linVel;\n"
|
||||
" b3Float4 m_angVel;\n"
|
||||
" int m_collidableIdx;\n"
|
||||
" float m_invMass;\n"
|
||||
" float m_restituitionCoeff;\n"
|
||||
" float m_frictionCoeff;\n"
|
||||
"};\n"
|
||||
"typedef struct b3InertiaData b3InertiaData_t;\n"
|
||||
"struct b3InertiaData\n"
|
||||
"{\n"
|
||||
" b3Mat3x3 m_invInertiaWorld;\n"
|
||||
" b3Mat3x3 m_initInvInertia;\n"
|
||||
"};\n"
|
||||
"#endif //B3_RIGIDBODY_DATA_H\n"
|
||||
" \n"
|
||||
"void b3PlaneSpace1 (b3Float4ConstArg n, b3Float4* p, b3Float4* q);\n"
|
||||
" void b3PlaneSpace1 (b3Float4ConstArg n, b3Float4* p, b3Float4* q)\n"
|
||||
"{\n"
|
||||
" if (b3Fabs(n.z) > 0.70710678f) {\n"
|
||||
" // choose p in y-z plane\n"
|
||||
" float a = n.y*n.y + n.z*n.z;\n"
|
||||
" float k = 1.f/sqrt(a);\n"
|
||||
" p[0].x = 0;\n"
|
||||
" p[0].y = -n.z*k;\n"
|
||||
" p[0].z = n.y*k;\n"
|
||||
" // set q = n x p\n"
|
||||
" q[0].x = a*k;\n"
|
||||
" q[0].y = -n.x*p[0].z;\n"
|
||||
" q[0].z = n.x*p[0].y;\n"
|
||||
" }\n"
|
||||
" else {\n"
|
||||
" // choose p in x-y plane\n"
|
||||
" float a = n.x*n.x + n.y*n.y;\n"
|
||||
" float k = 1.f/sqrt(a);\n"
|
||||
" p[0].x = -n.y*k;\n"
|
||||
" p[0].y = n.x*k;\n"
|
||||
" p[0].z = 0;\n"
|
||||
" // set q = n x p\n"
|
||||
" q[0].x = -n.z*p[0].y;\n"
|
||||
" q[0].y = n.z*p[0].x;\n"
|
||||
" q[0].z = a*k;\n"
|
||||
" }\n"
|
||||
"}\n"
|
||||
" \n"
|
||||
"void setLinearAndAngular( b3Float4ConstArg n, b3Float4ConstArg r0, b3Float4ConstArg r1, b3Float4* linear, b3Float4* angular0, b3Float4* angular1)\n"
|
||||
"{\n"
|
||||
" *linear = b3MakeFloat4(n.x,n.y,n.z,0.f);\n"
|
||||
" *angular0 = b3Cross3(r0, n);\n"
|
||||
" *angular1 = -b3Cross3(r1, n);\n"
|
||||
"}\n"
|
||||
"float calcRelVel( b3Float4ConstArg l0, b3Float4ConstArg l1, b3Float4ConstArg a0, b3Float4ConstArg a1, b3Float4ConstArg linVel0,\n"
|
||||
" b3Float4ConstArg angVel0, b3Float4ConstArg linVel1, b3Float4ConstArg angVel1 )\n"
|
||||
"{\n"
|
||||
" return b3Dot3F4(l0, linVel0) + b3Dot3F4(a0, angVel0) + b3Dot3F4(l1, linVel1) + b3Dot3F4(a1, angVel1);\n"
|
||||
"}\n"
|
||||
"float calcJacCoeff(b3Float4ConstArg linear0, b3Float4ConstArg linear1, b3Float4ConstArg angular0, b3Float4ConstArg angular1,\n"
|
||||
" float invMass0, const b3Mat3x3* invInertia0, float invMass1, const b3Mat3x3* invInertia1)\n"
|
||||
"{\n"
|
||||
" // linear0,1 are normlized\n"
|
||||
" float jmj0 = invMass0;//b3Dot3F4(linear0, linear0)*invMass0;\n"
|
||||
" float jmj1 = b3Dot3F4(mtMul3(angular0,*invInertia0), angular0);\n"
|
||||
" float jmj2 = invMass1;//b3Dot3F4(linear1, linear1)*invMass1;\n"
|
||||
" float jmj3 = b3Dot3F4(mtMul3(angular1,*invInertia1), angular1);\n"
|
||||
" return -1.f/(jmj0+jmj1+jmj2+jmj3);\n"
|
||||
"}\n"
|
||||
"void setConstraint4( b3Float4ConstArg posA, b3Float4ConstArg linVelA, b3Float4ConstArg angVelA, float invMassA, b3Mat3x3ConstArg invInertiaA,\n"
|
||||
" b3Float4ConstArg posB, b3Float4ConstArg linVelB, b3Float4ConstArg angVelB, float invMassB, b3Mat3x3ConstArg invInertiaB, \n"
|
||||
" __global struct b3Contact4Data* src, float dt, float positionDrift, float positionConstraintCoeff,\n"
|
||||
" b3ContactConstraint4_t* dstC )\n"
|
||||
"{\n"
|
||||
" dstC->m_bodyA = abs(src->m_bodyAPtrAndSignBit);\n"
|
||||
" dstC->m_bodyB = abs(src->m_bodyBPtrAndSignBit);\n"
|
||||
" float dtInv = 1.f/dt;\n"
|
||||
" for(int ic=0; ic<4; ic++)\n"
|
||||
" {\n"
|
||||
" dstC->m_appliedRambdaDt[ic] = 0.f;\n"
|
||||
" }\n"
|
||||
" dstC->m_fJacCoeffInv[0] = dstC->m_fJacCoeffInv[1] = 0.f;\n"
|
||||
" dstC->m_linear = src->m_worldNormalOnB;\n"
|
||||
" dstC->m_linear.w = 0.7f ;//src->getFrictionCoeff() );\n"
|
||||
" for(int ic=0; ic<4; ic++)\n"
|
||||
" {\n"
|
||||
" b3Float4 r0 = src->m_worldPosB[ic] - posA;\n"
|
||||
" b3Float4 r1 = src->m_worldPosB[ic] - posB;\n"
|
||||
" if( ic >= src->m_worldNormalOnB.w )//npoints\n"
|
||||
" {\n"
|
||||
" dstC->m_jacCoeffInv[ic] = 0.f;\n"
|
||||
" continue;\n"
|
||||
" }\n"
|
||||
" float relVelN;\n"
|
||||
" {\n"
|
||||
" b3Float4 linear, angular0, angular1;\n"
|
||||
" setLinearAndAngular(src->m_worldNormalOnB, r0, r1, &linear, &angular0, &angular1);\n"
|
||||
" dstC->m_jacCoeffInv[ic] = calcJacCoeff(linear, -linear, angular0, angular1,\n"
|
||||
" invMassA, &invInertiaA, invMassB, &invInertiaB );\n"
|
||||
" relVelN = calcRelVel(linear, -linear, angular0, angular1,\n"
|
||||
" linVelA, angVelA, linVelB, angVelB);\n"
|
||||
" float e = 0.f;//src->getRestituitionCoeff();\n"
|
||||
" if( relVelN*relVelN < 0.004f ) e = 0.f;\n"
|
||||
" dstC->m_b[ic] = e*relVelN;\n"
|
||||
" //float penetration = src->m_worldPosB[ic].w;\n"
|
||||
" dstC->m_b[ic] += (src->m_worldPosB[ic].w + positionDrift)*positionConstraintCoeff*dtInv;\n"
|
||||
" dstC->m_appliedRambdaDt[ic] = 0.f;\n"
|
||||
" }\n"
|
||||
" }\n"
|
||||
" if( src->m_worldNormalOnB.w > 0 )//npoints\n"
|
||||
" { // prepare friction\n"
|
||||
" b3Float4 center = b3MakeFloat4(0.f,0.f,0.f,0.f);\n"
|
||||
" for(int i=0; i<src->m_worldNormalOnB.w; i++) \n"
|
||||
" center += src->m_worldPosB[i];\n"
|
||||
" center /= (float)src->m_worldNormalOnB.w;\n"
|
||||
" b3Float4 tangent[2];\n"
|
||||
" b3PlaneSpace1(src->m_worldNormalOnB,&tangent[0],&tangent[1]);\n"
|
||||
" \n"
|
||||
" b3Float4 r[2];\n"
|
||||
" r[0] = center - posA;\n"
|
||||
" r[1] = center - posB;\n"
|
||||
" for(int i=0; i<2; i++)\n"
|
||||
" {\n"
|
||||
" b3Float4 linear, angular0, angular1;\n"
|
||||
" setLinearAndAngular(tangent[i], r[0], r[1], &linear, &angular0, &angular1);\n"
|
||||
" dstC->m_fJacCoeffInv[i] = calcJacCoeff(linear, -linear, angular0, angular1,\n"
|
||||
" invMassA, &invInertiaA, invMassB, &invInertiaB );\n"
|
||||
" dstC->m_fAppliedRambdaDt[i] = 0.f;\n"
|
||||
" }\n"
|
||||
" dstC->m_center = center;\n"
|
||||
" }\n"
|
||||
" for(int i=0; i<4; i++)\n"
|
||||
" {\n"
|
||||
" if( i<src->m_worldNormalOnB.w )\n"
|
||||
" {\n"
|
||||
" dstC->m_worldPos[i] = src->m_worldPosB[i];\n"
|
||||
" }\n"
|
||||
" else\n"
|
||||
" {\n"
|
||||
" dstC->m_worldPos[i] = b3MakeFloat4(0.f,0.f,0.f,0.f);\n"
|
||||
" }\n"
|
||||
" }\n"
|
||||
"}\n"
|
||||
"#pragma OPENCL EXTENSION cl_amd_printf : enable\n"
|
||||
"#pragma OPENCL EXTENSION cl_khr_local_int32_base_atomics : enable\n"
|
||||
"#pragma OPENCL EXTENSION cl_khr_global_int32_base_atomics : enable\n"
|
||||
@@ -208,197 +587,9 @@ static const char* solverSetupCL= \
|
||||
" eqn.w = -dot3F4(eqn,a);\n"
|
||||
" return eqn;\n"
|
||||
"}\n"
|
||||
"///////////////////////////////////////\n"
|
||||
"// Matrix3x3\n"
|
||||
"///////////////////////////////////////\n"
|
||||
"typedef struct\n"
|
||||
"{\n"
|
||||
" float4 m_row[3];\n"
|
||||
"}Matrix3x3;\n"
|
||||
"__inline\n"
|
||||
"Matrix3x3 mtZero();\n"
|
||||
"__inline\n"
|
||||
"Matrix3x3 mtIdentity();\n"
|
||||
"__inline\n"
|
||||
"Matrix3x3 mtTranspose(Matrix3x3 m);\n"
|
||||
"__inline\n"
|
||||
"Matrix3x3 mtMul(Matrix3x3 a, Matrix3x3 b);\n"
|
||||
"__inline\n"
|
||||
"float4 mtMul1(Matrix3x3 a, float4 b);\n"
|
||||
"__inline\n"
|
||||
"float4 mtMul3(float4 a, Matrix3x3 b);\n"
|
||||
"__inline\n"
|
||||
"Matrix3x3 mtZero()\n"
|
||||
"{\n"
|
||||
" Matrix3x3 m;\n"
|
||||
" m.m_row[0] = (float4)(0.f);\n"
|
||||
" m.m_row[1] = (float4)(0.f);\n"
|
||||
" m.m_row[2] = (float4)(0.f);\n"
|
||||
" return m;\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"Matrix3x3 mtIdentity()\n"
|
||||
"{\n"
|
||||
" Matrix3x3 m;\n"
|
||||
" m.m_row[0] = (float4)(1,0,0,0);\n"
|
||||
" m.m_row[1] = (float4)(0,1,0,0);\n"
|
||||
" m.m_row[2] = (float4)(0,0,1,0);\n"
|
||||
" return m;\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"Matrix3x3 mtTranspose(Matrix3x3 m)\n"
|
||||
"{\n"
|
||||
" Matrix3x3 out;\n"
|
||||
" out.m_row[0] = (float4)(m.m_row[0].x, m.m_row[1].x, m.m_row[2].x, 0.f);\n"
|
||||
" out.m_row[1] = (float4)(m.m_row[0].y, m.m_row[1].y, m.m_row[2].y, 0.f);\n"
|
||||
" out.m_row[2] = (float4)(m.m_row[0].z, m.m_row[1].z, m.m_row[2].z, 0.f);\n"
|
||||
" return out;\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"Matrix3x3 mtMul(Matrix3x3 a, Matrix3x3 b)\n"
|
||||
"{\n"
|
||||
" Matrix3x3 transB;\n"
|
||||
" transB = mtTranspose( b );\n"
|
||||
" Matrix3x3 ans;\n"
|
||||
" // why this doesn't run when 0ing in the for{}\n"
|
||||
" a.m_row[0].w = 0.f;\n"
|
||||
" a.m_row[1].w = 0.f;\n"
|
||||
" a.m_row[2].w = 0.f;\n"
|
||||
" for(int i=0; i<3; i++)\n"
|
||||
" {\n"
|
||||
"// a.m_row[i].w = 0.f;\n"
|
||||
" ans.m_row[i].x = dot3F4(a.m_row[i],transB.m_row[0]);\n"
|
||||
" ans.m_row[i].y = dot3F4(a.m_row[i],transB.m_row[1]);\n"
|
||||
" ans.m_row[i].z = dot3F4(a.m_row[i],transB.m_row[2]);\n"
|
||||
" ans.m_row[i].w = 0.f;\n"
|
||||
" }\n"
|
||||
" return ans;\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"float4 mtMul1(Matrix3x3 a, float4 b)\n"
|
||||
"{\n"
|
||||
" float4 ans;\n"
|
||||
" ans.x = dot3F4( a.m_row[0], b );\n"
|
||||
" ans.y = dot3F4( a.m_row[1], b );\n"
|
||||
" ans.z = dot3F4( a.m_row[2], b );\n"
|
||||
" ans.w = 0.f;\n"
|
||||
" return ans;\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"float4 mtMul3(float4 a, Matrix3x3 b)\n"
|
||||
"{\n"
|
||||
" float4 colx = make_float4(b.m_row[0].x, b.m_row[1].x, b.m_row[2].x, 0);\n"
|
||||
" float4 coly = make_float4(b.m_row[0].y, b.m_row[1].y, b.m_row[2].y, 0);\n"
|
||||
" float4 colz = make_float4(b.m_row[0].z, b.m_row[1].z, b.m_row[2].z, 0);\n"
|
||||
" float4 ans;\n"
|
||||
" ans.x = dot3F4( a, colx );\n"
|
||||
" ans.y = dot3F4( a, coly );\n"
|
||||
" ans.z = dot3F4( a, colz );\n"
|
||||
" return ans;\n"
|
||||
"}\n"
|
||||
"///////////////////////////////////////\n"
|
||||
"// Quaternion\n"
|
||||
"///////////////////////////////////////\n"
|
||||
"typedef float4 Quaternion;\n"
|
||||
"__inline\n"
|
||||
"Quaternion qtMul(Quaternion a, Quaternion b);\n"
|
||||
"__inline\n"
|
||||
"Quaternion qtNormalize(Quaternion in);\n"
|
||||
"__inline\n"
|
||||
"float4 qtRotate(Quaternion q, float4 vec);\n"
|
||||
"__inline\n"
|
||||
"Quaternion qtInvert(Quaternion q);\n"
|
||||
"__inline\n"
|
||||
"Matrix3x3 qtGetRotationMatrix(Quaternion q);\n"
|
||||
"__inline\n"
|
||||
"Quaternion qtMul(Quaternion a, Quaternion b)\n"
|
||||
"{\n"
|
||||
" Quaternion ans;\n"
|
||||
" ans = cross3( a, b );\n"
|
||||
" ans += a.w*b+b.w*a;\n"
|
||||
"// ans.w = a.w*b.w - (a.x*b.x+a.y*b.y+a.z*b.z);\n"
|
||||
" ans.w = a.w*b.w - dot3F4(a, b);\n"
|
||||
" return ans;\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"Quaternion qtNormalize(Quaternion in)\n"
|
||||
"{\n"
|
||||
" return fastNormalize4(in);\n"
|
||||
"// in /= length( in );\n"
|
||||
"// return in;\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"float4 qtRotate(Quaternion q, float4 vec)\n"
|
||||
"{\n"
|
||||
" Quaternion qInv = qtInvert( q );\n"
|
||||
" float4 vcpy = vec;\n"
|
||||
" vcpy.w = 0.f;\n"
|
||||
" float4 out = qtMul(qtMul(q,vcpy),qInv);\n"
|
||||
" return out;\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"Quaternion qtInvert(Quaternion q)\n"
|
||||
"{\n"
|
||||
" return (Quaternion)(-q.xyz, q.w);\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"float4 qtInvRotate(const Quaternion q, float4 vec)\n"
|
||||
"{\n"
|
||||
" return qtRotate( qtInvert( q ), vec );\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"Matrix3x3 qtGetRotationMatrix(Quaternion quat)\n"
|
||||
"{\n"
|
||||
" float4 quat2 = (float4)(quat.x*quat.x, quat.y*quat.y, quat.z*quat.z, 0.f);\n"
|
||||
" Matrix3x3 out;\n"
|
||||
" out.m_row[0].x=1-2*quat2.y-2*quat2.z;\n"
|
||||
" out.m_row[0].y=2*quat.x*quat.y-2*quat.w*quat.z;\n"
|
||||
" out.m_row[0].z=2*quat.x*quat.z+2*quat.w*quat.y;\n"
|
||||
" out.m_row[0].w = 0.f;\n"
|
||||
" out.m_row[1].x=2*quat.x*quat.y+2*quat.w*quat.z;\n"
|
||||
" out.m_row[1].y=1-2*quat2.x-2*quat2.z;\n"
|
||||
" out.m_row[1].z=2*quat.y*quat.z-2*quat.w*quat.x;\n"
|
||||
" out.m_row[1].w = 0.f;\n"
|
||||
" out.m_row[2].x=2*quat.x*quat.z-2*quat.w*quat.y;\n"
|
||||
" out.m_row[2].y=2*quat.y*quat.z+2*quat.w*quat.x;\n"
|
||||
" out.m_row[2].z=1-2*quat2.x-2*quat2.y;\n"
|
||||
" out.m_row[2].w = 0.f;\n"
|
||||
" return out;\n"
|
||||
"}\n"
|
||||
"#define WG_SIZE 64\n"
|
||||
"typedef struct\n"
|
||||
"{\n"
|
||||
" float4 m_pos;\n"
|
||||
" Quaternion m_quat;\n"
|
||||
" float4 m_linVel;\n"
|
||||
" float4 m_angVel;\n"
|
||||
" u32 m_shapeIdx;\n"
|
||||
" float m_invMass;\n"
|
||||
" float m_restituitionCoeff;\n"
|
||||
" float m_frictionCoeff;\n"
|
||||
"} Body;\n"
|
||||
"typedef struct\n"
|
||||
"{\n"
|
||||
" Matrix3x3 m_invInertia;\n"
|
||||
" Matrix3x3 m_initInvInertia;\n"
|
||||
"} Shape;\n"
|
||||
"typedef struct\n"
|
||||
"{\n"
|
||||
" float4 m_linear;\n"
|
||||
" float4 m_worldPos[4];\n"
|
||||
" float4 m_center; \n"
|
||||
" float m_jacCoeffInv[4];\n"
|
||||
" float m_b[4];\n"
|
||||
" float m_appliedRambdaDt[4];\n"
|
||||
" float m_fJacCoeffInv[2]; \n"
|
||||
" float m_fAppliedRambdaDt[2]; \n"
|
||||
" u32 m_bodyA;\n"
|
||||
" u32 m_bodyB;\n"
|
||||
" int m_batchIdx;\n"
|
||||
" u32 m_paddings[1];\n"
|
||||
"} Constraint4;\n"
|
||||
"typedef struct\n"
|
||||
"{\n"
|
||||
" int m_nConstraints;\n"
|
||||
" int m_start;\n"
|
||||
" int m_batchIdx;\n"
|
||||
@@ -413,26 +604,6 @@ static const char* solverSetupCL= \
|
||||
" int m_nSplit;\n"
|
||||
"// int m_paddings[1];\n"
|
||||
"} ConstBufferBatchSolve;\n"
|
||||
"void setLinearAndAngular( float4 n, float4 r0, float4 r1, float4* linear, float4* angular0, float4* angular1)\n"
|
||||
"{\n"
|
||||
" *linear = make_float4(n.xyz,0.f);\n"
|
||||
" *angular0 = cross3(r0, n);\n"
|
||||
" *angular1 = -cross3(r1, n);\n"
|
||||
"}\n"
|
||||
"float calcRelVel( float4 l0, float4 l1, float4 a0, float4 a1, float4 linVel0, float4 angVel0, float4 linVel1, float4 angVel1 )\n"
|
||||
"{\n"
|
||||
" return dot3F4(l0, linVel0) + dot3F4(a0, angVel0) + dot3F4(l1, linVel1) + dot3F4(a1, angVel1);\n"
|
||||
"}\n"
|
||||
"float calcJacCoeff(const float4 linear0, const float4 linear1, const float4 angular0, const float4 angular1,\n"
|
||||
" float invMass0, const Matrix3x3* invInertia0, float invMass1, const Matrix3x3* invInertia1)\n"
|
||||
"{\n"
|
||||
" // linear0,1 are normlized\n"
|
||||
" float jmj0 = invMass0;//dot3F4(linear0, linear0)*invMass0;\n"
|
||||
" float jmj1 = dot3F4(mtMul3(angular0,*invInertia0), angular0);\n"
|
||||
" float jmj2 = invMass1;//dot3F4(linear1, linear1)*invMass1;\n"
|
||||
" float jmj3 = dot3F4(mtMul3(angular1,*invInertia1), angular1);\n"
|
||||
" return -1.f/(jmj0+jmj1+jmj2+jmj3);\n"
|
||||
"}\n"
|
||||
" \n"
|
||||
"typedef struct \n"
|
||||
"{\n"
|
||||
@@ -448,122 +619,13 @@ static const char* solverSetupCL= \
|
||||
"typedef struct\n"
|
||||
"{\n"
|
||||
" int m_nContacts;\n"
|
||||
" int m_staticIdx;\n"
|
||||
" float m_scale;\n"
|
||||
" int m_nSplit;\n"
|
||||
"} ConstBufferSSD;\n"
|
||||
"void btPlaneSpace1 (float4 n, float4* p, float4* q);\n"
|
||||
" void btPlaneSpace1 (float4 n, float4* p, float4* q)\n"
|
||||
"{\n"
|
||||
" if (fabs(n.z) > 0.70710678f) {\n"
|
||||
" // choose p in y-z plane\n"
|
||||
" float a = n.y*n.y + n.z*n.z;\n"
|
||||
" float k = 1.f/sqrt(a);\n"
|
||||
" p[0].x = 0;\n"
|
||||
" p[0].y = -n.z*k;\n"
|
||||
" p[0].z = n.y*k;\n"
|
||||
" // set q = n x p\n"
|
||||
" q[0].x = a*k;\n"
|
||||
" q[0].y = -n.x*p[0].z;\n"
|
||||
" q[0].z = n.x*p[0].y;\n"
|
||||
" }\n"
|
||||
" else {\n"
|
||||
" // choose p in x-y plane\n"
|
||||
" float a = n.x*n.x + n.y*n.y;\n"
|
||||
" float k = 1.f/sqrt(a);\n"
|
||||
" p[0].x = -n.y*k;\n"
|
||||
" p[0].y = n.x*k;\n"
|
||||
" p[0].z = 0;\n"
|
||||
" // set q = n x p\n"
|
||||
" q[0].x = -n.z*p[0].y;\n"
|
||||
" q[0].y = n.z*p[0].x;\n"
|
||||
" q[0].z = a*k;\n"
|
||||
" }\n"
|
||||
"}\n"
|
||||
"void setConstraint4( const float4 posA, const float4 linVelA, const float4 angVelA, float invMassA, const Matrix3x3 invInertiaA,\n"
|
||||
" const float4 posB, const float4 linVelB, const float4 angVelB, float invMassB, const Matrix3x3 invInertiaB, \n"
|
||||
" __global struct b3Contact4Data* src, float dt, float positionDrift, float positionConstraintCoeff,\n"
|
||||
" Constraint4* dstC )\n"
|
||||
"{\n"
|
||||
" dstC->m_bodyA = abs(src->m_bodyAPtrAndSignBit);\n"
|
||||
" dstC->m_bodyB = abs(src->m_bodyBPtrAndSignBit);\n"
|
||||
" float dtInv = 1.f/dt;\n"
|
||||
" for(int ic=0; ic<4; ic++)\n"
|
||||
" {\n"
|
||||
" dstC->m_appliedRambdaDt[ic] = 0.f;\n"
|
||||
" }\n"
|
||||
" dstC->m_fJacCoeffInv[0] = dstC->m_fJacCoeffInv[1] = 0.f;\n"
|
||||
" dstC->m_linear = src->m_worldNormalOnB;\n"
|
||||
" dstC->m_linear.w = 0.7f ;//src->getFrictionCoeff() );\n"
|
||||
" for(int ic=0; ic<4; ic++)\n"
|
||||
" {\n"
|
||||
" float4 r0 = src->m_worldPosB[ic] - posA;\n"
|
||||
" float4 r1 = src->m_worldPosB[ic] - posB;\n"
|
||||
" if( ic >= src->m_worldNormalOnB.w )//npoints\n"
|
||||
" {\n"
|
||||
" dstC->m_jacCoeffInv[ic] = 0.f;\n"
|
||||
" continue;\n"
|
||||
" }\n"
|
||||
" float relVelN;\n"
|
||||
" {\n"
|
||||
" float4 linear, angular0, angular1;\n"
|
||||
" setLinearAndAngular(src->m_worldNormalOnB, r0, r1, &linear, &angular0, &angular1);\n"
|
||||
" dstC->m_jacCoeffInv[ic] = calcJacCoeff(linear, -linear, angular0, angular1,\n"
|
||||
" invMassA, &invInertiaA, invMassB, &invInertiaB );\n"
|
||||
" relVelN = calcRelVel(linear, -linear, angular0, angular1,\n"
|
||||
" linVelA, angVelA, linVelB, angVelB);\n"
|
||||
" float e = 0.f;//src->getRestituitionCoeff();\n"
|
||||
" if( relVelN*relVelN < 0.004f ) e = 0.f;\n"
|
||||
" dstC->m_b[ic] = e*relVelN;\n"
|
||||
" //float penetration = src->m_worldPosB[ic].w;\n"
|
||||
" dstC->m_b[ic] += (src->m_worldPosB[ic].w + positionDrift)*positionConstraintCoeff*dtInv;\n"
|
||||
" dstC->m_appliedRambdaDt[ic] = 0.f;\n"
|
||||
" }\n"
|
||||
" }\n"
|
||||
" if( src->m_worldNormalOnB.w > 0 )//npoints\n"
|
||||
" { // prepare friction\n"
|
||||
" float4 center = make_float4(0.f);\n"
|
||||
" for(int i=0; i<src->m_worldNormalOnB.w; i++) \n"
|
||||
" center += src->m_worldPosB[i];\n"
|
||||
" center /= (float)src->m_worldNormalOnB.w;\n"
|
||||
" float4 tangent[2];\n"
|
||||
" btPlaneSpace1(src->m_worldNormalOnB,&tangent[0],&tangent[1]);\n"
|
||||
" \n"
|
||||
" float4 r[2];\n"
|
||||
" r[0] = center - posA;\n"
|
||||
" r[1] = center - posB;\n"
|
||||
" for(int i=0; i<2; i++)\n"
|
||||
" {\n"
|
||||
" float4 linear, angular0, angular1;\n"
|
||||
" setLinearAndAngular(tangent[i], r[0], r[1], &linear, &angular0, &angular1);\n"
|
||||
" dstC->m_fJacCoeffInv[i] = calcJacCoeff(linear, -linear, angular0, angular1,\n"
|
||||
" invMassA, &invInertiaA, invMassB, &invInertiaB );\n"
|
||||
" dstC->m_fAppliedRambdaDt[i] = 0.f;\n"
|
||||
" }\n"
|
||||
" dstC->m_center = center;\n"
|
||||
" }\n"
|
||||
" for(int i=0; i<4; i++)\n"
|
||||
" {\n"
|
||||
" if( i<src->m_worldNormalOnB.w )\n"
|
||||
" {\n"
|
||||
" dstC->m_worldPos[i] = src->m_worldPosB[i];\n"
|
||||
" }\n"
|
||||
" else\n"
|
||||
" {\n"
|
||||
" dstC->m_worldPos[i] = make_float4(0.f);\n"
|
||||
" }\n"
|
||||
" }\n"
|
||||
"}\n"
|
||||
"typedef struct\n"
|
||||
"{\n"
|
||||
" int m_nContacts;\n"
|
||||
" float m_dt;\n"
|
||||
" float m_positionDrift;\n"
|
||||
" float m_positionConstraintCoeff;\n"
|
||||
"} ConstBufferCTC;\n"
|
||||
"__kernel\n"
|
||||
"__attribute__((reqd_work_group_size(WG_SIZE,1,1)))\n"
|
||||
"void ContactToConstraintKernel(__global struct b3Contact4Data* gContact, __global Body* gBodies, __global Shape* gShapes, __global Constraint4* gConstraintOut, \n"
|
||||
"void ContactToConstraintKernel(__global struct b3Contact4Data* gContact, __global b3RigidBodyData_t* gBodies, __global b3InertiaData_t* gShapes, __global b3ContactConstraint4_t* gConstraintOut, \n"
|
||||
"int nContacts,\n"
|
||||
"float dt,\n"
|
||||
"float positionDrift,\n"
|
||||
@@ -580,13 +642,13 @@ static const char* solverSetupCL= \
|
||||
" float4 linVelA = gBodies[aIdx].m_linVel;\n"
|
||||
" float4 angVelA = gBodies[aIdx].m_angVel;\n"
|
||||
" float invMassA = gBodies[aIdx].m_invMass;\n"
|
||||
" Matrix3x3 invInertiaA = gShapes[aIdx].m_invInertia;\n"
|
||||
" b3Mat3x3 invInertiaA = gShapes[aIdx].m_initInvInertia;\n"
|
||||
" float4 posB = gBodies[bIdx].m_pos;\n"
|
||||
" float4 linVelB = gBodies[bIdx].m_linVel;\n"
|
||||
" float4 angVelB = gBodies[bIdx].m_angVel;\n"
|
||||
" float invMassB = gBodies[bIdx].m_invMass;\n"
|
||||
" Matrix3x3 invInertiaB = gShapes[bIdx].m_invInertia;\n"
|
||||
" Constraint4 cs;\n"
|
||||
" b3Mat3x3 invInertiaB = gShapes[bIdx].m_initInvInertia;\n"
|
||||
" b3ContactConstraint4_t cs;\n"
|
||||
" setConstraint4( posA, linVelA, angVelA, invMassA, invInertiaA, posB, linVelB, angVelB, invMassB, invInertiaB,\n"
|
||||
" &gContact[gIdx], dt, positionDrift, positionConstraintCoeff,\n"
|
||||
" &cs );\n"
|
||||
|
||||
@@ -85,7 +85,18 @@ static const char* updateAabbsKernelCL= \
|
||||
"}\n"
|
||||
"inline b3Quat b3QuatNormalize(b3QuatConstArg in)\n"
|
||||
"{\n"
|
||||
" return b3FastNormalize4(in);\n"
|
||||
" //return b3FastNormalize4(in);\n"
|
||||
" float len = native_sqrt(dot(q, q));\n"
|
||||
" if(len > 0.f)\n"
|
||||
" {\n"
|
||||
" q *= 1.f / len;\n"
|
||||
" }\n"
|
||||
" else\n"
|
||||
" {\n"
|
||||
" q.x = q.y = q.z = 0.f;\n"
|
||||
" q.w = 1.f;\n"
|
||||
" }\n"
|
||||
" return q;\n"
|
||||
"}\n"
|
||||
"inline float4 b3QuatRotate(b3QuatConstArg q, b3QuatConstArg vec)\n"
|
||||
"{\n"
|
||||
@@ -114,13 +125,13 @@ static const char* updateAabbsKernelCL= \
|
||||
"#else\n"
|
||||
"typedef struct\n"
|
||||
"{\n"
|
||||
" float4 m_row[3];\n"
|
||||
" b3Float4 m_row[3];\n"
|
||||
"}b3Mat3x3;\n"
|
||||
"#define b3Mat3x3ConstArg const b3Mat3x3\n"
|
||||
"#define b3GetRow(m,row) (m.m_row[row])\n"
|
||||
"inline b3Mat3x3 b3QuatGetRotationMatrix(b3Quat quat)\n"
|
||||
"{\n"
|
||||
" float4 quat2 = (float4)(quat.x*quat.x, quat.y*quat.y, quat.z*quat.z, 0.f);\n"
|
||||
" b3Float4 quat2 = (b3Float4)(quat.x*quat.x, quat.y*quat.y, quat.z*quat.z, 0.f);\n"
|
||||
" b3Mat3x3 out;\n"
|
||||
" out.m_row[0].x=1-2*quat2.y-2*quat2.z;\n"
|
||||
" out.m_row[0].y=2*quat.x*quat.y-2*quat.w*quat.z;\n"
|
||||
@@ -144,6 +155,87 @@ static const char* updateAabbsKernelCL= \
|
||||
" out.m_row[2] = fabs(matIn.m_row[2]);\n"
|
||||
" return out;\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"b3Mat3x3 mtZero();\n"
|
||||
"__inline\n"
|
||||
"b3Mat3x3 mtIdentity();\n"
|
||||
"__inline\n"
|
||||
"b3Mat3x3 mtTranspose(b3Mat3x3 m);\n"
|
||||
"__inline\n"
|
||||
"b3Mat3x3 mtMul(b3Mat3x3 a, b3Mat3x3 b);\n"
|
||||
"__inline\n"
|
||||
"b3Float4 mtMul1(b3Mat3x3 a, b3Float4 b);\n"
|
||||
"__inline\n"
|
||||
"b3Float4 mtMul3(b3Float4 a, b3Mat3x3 b);\n"
|
||||
"__inline\n"
|
||||
"b3Mat3x3 mtZero()\n"
|
||||
"{\n"
|
||||
" b3Mat3x3 m;\n"
|
||||
" m.m_row[0] = (b3Float4)(0.f);\n"
|
||||
" m.m_row[1] = (b3Float4)(0.f);\n"
|
||||
" m.m_row[2] = (b3Float4)(0.f);\n"
|
||||
" return m;\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"b3Mat3x3 mtIdentity()\n"
|
||||
"{\n"
|
||||
" b3Mat3x3 m;\n"
|
||||
" m.m_row[0] = (b3Float4)(1,0,0,0);\n"
|
||||
" m.m_row[1] = (b3Float4)(0,1,0,0);\n"
|
||||
" m.m_row[2] = (b3Float4)(0,0,1,0);\n"
|
||||
" return m;\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"b3Mat3x3 mtTranspose(b3Mat3x3 m)\n"
|
||||
"{\n"
|
||||
" b3Mat3x3 out;\n"
|
||||
" out.m_row[0] = (b3Float4)(m.m_row[0].x, m.m_row[1].x, m.m_row[2].x, 0.f);\n"
|
||||
" out.m_row[1] = (b3Float4)(m.m_row[0].y, m.m_row[1].y, m.m_row[2].y, 0.f);\n"
|
||||
" out.m_row[2] = (b3Float4)(m.m_row[0].z, m.m_row[1].z, m.m_row[2].z, 0.f);\n"
|
||||
" return out;\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"b3Mat3x3 mtMul(b3Mat3x3 a, b3Mat3x3 b)\n"
|
||||
"{\n"
|
||||
" b3Mat3x3 transB;\n"
|
||||
" transB = mtTranspose( b );\n"
|
||||
" b3Mat3x3 ans;\n"
|
||||
" // why this doesn't run when 0ing in the for{}\n"
|
||||
" a.m_row[0].w = 0.f;\n"
|
||||
" a.m_row[1].w = 0.f;\n"
|
||||
" a.m_row[2].w = 0.f;\n"
|
||||
" for(int i=0; i<3; i++)\n"
|
||||
" {\n"
|
||||
"// a.m_row[i].w = 0.f;\n"
|
||||
" ans.m_row[i].x = b3Dot3F4(a.m_row[i],transB.m_row[0]);\n"
|
||||
" ans.m_row[i].y = b3Dot3F4(a.m_row[i],transB.m_row[1]);\n"
|
||||
" ans.m_row[i].z = b3Dot3F4(a.m_row[i],transB.m_row[2]);\n"
|
||||
" ans.m_row[i].w = 0.f;\n"
|
||||
" }\n"
|
||||
" return ans;\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"b3Float4 mtMul1(b3Mat3x3 a, b3Float4 b)\n"
|
||||
"{\n"
|
||||
" b3Float4 ans;\n"
|
||||
" ans.x = b3Dot3F4( a.m_row[0], b );\n"
|
||||
" ans.y = b3Dot3F4( a.m_row[1], b );\n"
|
||||
" ans.z = b3Dot3F4( a.m_row[2], b );\n"
|
||||
" ans.w = 0.f;\n"
|
||||
" return ans;\n"
|
||||
"}\n"
|
||||
"__inline\n"
|
||||
"b3Float4 mtMul3(b3Float4 a, b3Mat3x3 b)\n"
|
||||
"{\n"
|
||||
" b3Float4 colx = b3MakeFloat4(b.m_row[0].x, b.m_row[1].x, b.m_row[2].x, 0);\n"
|
||||
" b3Float4 coly = b3MakeFloat4(b.m_row[0].y, b.m_row[1].y, b.m_row[2].y, 0);\n"
|
||||
" b3Float4 colz = b3MakeFloat4(b.m_row[0].z, b.m_row[1].z, b.m_row[2].z, 0);\n"
|
||||
" b3Float4 ans;\n"
|
||||
" ans.x = b3Dot3F4( a, colx );\n"
|
||||
" ans.y = b3Dot3F4( a, coly );\n"
|
||||
" ans.z = b3Dot3F4( a, colz );\n"
|
||||
" return ans;\n"
|
||||
"}\n"
|
||||
"#endif\n"
|
||||
"#endif //B3_MAT3x3_H\n"
|
||||
"typedef struct b3Aabb b3Aabb_t;\n"
|
||||
@@ -260,6 +352,11 @@ static const char* updateAabbsKernelCL= \
|
||||
"#else\n"
|
||||
"#endif \n"
|
||||
"#endif //B3_QUAT_H\n"
|
||||
"#ifndef B3_MAT3x3_H\n"
|
||||
"#ifdef __cplusplus\n"
|
||||
"#else\n"
|
||||
"#endif\n"
|
||||
"#endif //B3_MAT3x3_H\n"
|
||||
"typedef struct b3RigidBodyData b3RigidBodyData_t;\n"
|
||||
"struct b3RigidBodyData\n"
|
||||
"{\n"
|
||||
@@ -272,7 +369,12 @@ static const char* updateAabbsKernelCL= \
|
||||
" float m_restituitionCoeff;\n"
|
||||
" float m_frictionCoeff;\n"
|
||||
"};\n"
|
||||
" \n"
|
||||
"typedef struct b3InertiaData b3InertiaData_t;\n"
|
||||
"struct b3InertiaData\n"
|
||||
"{\n"
|
||||
" b3Mat3x3 m_invInertiaWorld;\n"
|
||||
" b3Mat3x3 m_initInvInertia;\n"
|
||||
"};\n"
|
||||
"#endif //B3_RIGIDBODY_DATA_H\n"
|
||||
" \n"
|
||||
"void b3ComputeWorldAabb( int bodyId, __global const b3RigidBodyData_t* bodies, __global const b3Collidable_t* collidables, __global const b3Aabb_t* localShapeAABB, __global b3Aabb_t* worldAabbs)\n"
|
||||
|
||||
Reference in New Issue
Block a user