share more data structures and code between OpenCL kernels and C/C++ code on CPU (non-OpenCL)
integrateSingleTransform fix bug in registerRigidBody (could lead to random crashes, especially when performing picking/adding rigid bodies afterwards)
This commit is contained in:
@@ -15,10 +15,14 @@
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#include "GpuRigidBodyDemoInternalData.h"
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#include "Bullet3Collision/BroadPhaseCollision/b3DynamicBvhBroadphase.h"
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#include "Bullet3Collision/NarrowPhaseCollision/b3RigidBodyCL.h"
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#include "Bullet3OpenCL/RigidBody/b3GpuNarrowPhaseInternalData.h"
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static b3KeyboardCallback oldCallback = 0;
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extern bool gReset;
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bool convertOnCpu = false;
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#define MSTRINGIFY(A) #A
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static const char* s_rigidBodyKernelString = MSTRINGIFY(
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@@ -212,6 +216,26 @@ void GpuRigidBodyDemo::clientMoveAndDisplay()
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}
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if (numObjects)
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{
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if (convertOnCpu)
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{
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b3GpuNarrowPhaseInternalData* npData = m_data->m_np->getInternalData();
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npData->m_bodyBufferGPU->copyToHost(*npData->m_bodyBufferCPU);
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b3AlignedObjectArray<b3Vector4> vboCPU;
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m_data->m_instancePosOrnColor->copyToHost(vboCPU);
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for (int i=0;i<numObjects;i++)
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{
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b3Vector4 pos = (const b3Vector4&)npData->m_bodyBufferCPU->at(i).m_pos;
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b3Quat orn = npData->m_bodyBufferCPU->at(i).m_quat;
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pos.w = 1.f;
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vboCPU[i] = pos;
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vboCPU[i + numObjects] = (b3Vector4&)orn;
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}
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m_data->m_instancePosOrnColor->copyFromHost(vboCPU);
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} else
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{
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B3_PROFILE("cl2gl_convert");
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int ciErrNum = 0;
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@@ -223,6 +247,7 @@ void GpuRigidBodyDemo::clientMoveAndDisplay()
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launch.launch1D(numObjects);
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oclCHECKERROR(ciErrNum, CL_SUCCESS);
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}
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}
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if (animate && numObjects)
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{
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@@ -12,6 +12,9 @@ struct MyTest
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#else
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#define b3AtomicInc atomic_inc
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#define b3Fabs fabs
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#define b3Sqrt native_sqrt
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#define b3Sin native_sin
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#define b3Cos native_cos
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#endif
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#endif
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@@ -31,7 +31,7 @@ inline float4 b3FastNormalize4(float4 v)
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}
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inline b3Quat b3QuatMul(b3Quat a, b3Quat b);
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inline b3Quat b3QuatNormalize(b3QuatConstArg in);
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inline b3Quat b3QuatNormalized(b3QuatConstArg in);
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inline b3Quat b3QuatRotate(b3QuatConstArg q, b3QuatConstArg vec);
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inline b3Quat b3QuatInvert(b3QuatConstArg q);
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inline b3Quat b3QuatMul(b3QuatConstArg a, b3QuatConstArg b)
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@@ -44,8 +44,10 @@ inline b3Quat b3QuatMul(b3QuatConstArg a, b3QuatConstArg b)
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return ans;
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}
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inline b3Quat b3QuatNormalize(b3QuatConstArg in)
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inline b3Quat b3QuatNormalized(b3QuatConstArg in)
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{
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b3Quat q;
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q=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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@@ -3,7 +3,63 @@
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#include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h"
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inline void b3IntegrateTransform( b3RigidBodyData* body, float timeStep, float angularDamping, b3Float4ConstArg gravityAcceleration)
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inline void integrateSingleTransform( __global b3RigidBodyData_t* bodies,int nodeID, float timeStep, float angularDamping, b3Float4ConstArg gravityAcceleration)
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{
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if (bodies[nodeID].m_invMass != 0.f)
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{
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float BT_GPU_ANGULAR_MOTION_THRESHOLD = (0.25f * 3.14159254f);
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//angular velocity
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{
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b3Float4 axis;
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//add some hardcoded angular damping
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bodies[nodeID].m_angVel.x *= angularDamping;
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bodies[nodeID].m_angVel.y *= angularDamping;
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bodies[nodeID].m_angVel.z *= angularDamping;
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b3Float4 angvel = bodies[nodeID].m_angVel;
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float fAngle = b3Sqrt(b3Dot3F4(angvel, angvel));
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//limit the angular motion
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if(fAngle*timeStep > BT_GPU_ANGULAR_MOTION_THRESHOLD)
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{
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fAngle = BT_GPU_ANGULAR_MOTION_THRESHOLD / timeStep;
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}
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if(fAngle < 0.001f)
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{
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// use Taylor's expansions of sync function
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axis = angvel * (0.5f*timeStep-(timeStep*timeStep*timeStep)*0.020833333333f * fAngle * fAngle);
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}
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else
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{
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// sync(fAngle) = sin(c*fAngle)/t
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axis = angvel * ( b3Sin(0.5f * fAngle * timeStep) / fAngle);
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}
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b3Quat dorn;
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dorn.x = axis.x;
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dorn.y = axis.y;
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dorn.z = axis.z;
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dorn.w = b3Cos(fAngle * timeStep * 0.5f);
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b3Quat orn0 = bodies[nodeID].m_quat;
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b3Quat predictedOrn = b3QuatMul(dorn, orn0);
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predictedOrn = b3QuatNormalized(predictedOrn);
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bodies[nodeID].m_quat=predictedOrn;
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}
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//linear velocity
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bodies[nodeID].m_pos += bodies[nodeID].m_linVel * timeStep;
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//apply gravity
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bodies[nodeID].m_linVel += gravityAcceleration * timeStep;
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}
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}
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inline void b3IntegrateTransform( __global b3RigidBodyData_t* body, float timeStep, float angularDamping, b3Float4ConstArg gravityAcceleration)
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{
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float BT_GPU_ANGULAR_MOTION_THRESHOLD = (0.25f * 3.14159254f);
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@@ -53,4 +109,5 @@ inline void b3IntegrateTransform( b3RigidBodyData* body, float timeStep, float a
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body->m_pos += body->m_linVel * timeStep;
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}
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}
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@@ -14,6 +14,9 @@ static const char* primitiveContactsKernelsCL= \
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"#else\n"
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"#define b3AtomicInc atomic_inc\n"
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"#define b3Fabs fabs\n"
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"#define b3Sqrt native_sqrt\n"
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"#define b3Sin native_sin\n"
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"#define b3Cos native_cos\n"
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"#endif\n"
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"#endif\n"
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"#ifdef __cplusplus\n"
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@@ -46,6 +46,9 @@ static const char* satClipKernelsCL= \
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"#else\n"
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"#define b3AtomicInc atomic_inc\n"
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"#define b3Fabs fabs\n"
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"#define b3Sqrt native_sqrt\n"
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"#define b3Sin native_sin\n"
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"#define b3Cos native_cos\n"
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"#endif\n"
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"#endif\n"
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"#ifdef __cplusplus\n"
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@@ -155,6 +155,9 @@ static const char* satKernelsCL= \
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"#else\n"
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"#define b3AtomicInc atomic_inc\n"
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"#define b3Fabs fabs\n"
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"#define b3Sqrt native_sqrt\n"
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"#define b3Sin native_sin\n"
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"#define b3Cos native_cos\n"
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"#endif\n"
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"#endif\n"
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"#ifdef __cplusplus\n"
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@@ -210,7 +213,7 @@ static const char* satKernelsCL= \
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"}\n"
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" \n"
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"inline b3Quat b3QuatMul(b3Quat a, b3Quat b);\n"
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"inline b3Quat b3QuatNormalize(b3QuatConstArg in);\n"
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"inline b3Quat b3QuatNormalized(b3QuatConstArg in);\n"
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"inline b3Quat b3QuatRotate(b3QuatConstArg q, b3QuatConstArg vec);\n"
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"inline b3Quat b3QuatInvert(b3QuatConstArg q);\n"
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"inline b3Quat b3QuatMul(b3QuatConstArg a, b3QuatConstArg b)\n"
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@@ -222,8 +225,10 @@ static const char* satKernelsCL= \
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" ans.w = a.w*b.w - b3Dot3F4(a, b);\n"
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" return ans;\n"
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"}\n"
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"inline b3Quat b3QuatNormalize(b3QuatConstArg in)\n"
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"inline b3Quat b3QuatNormalized(b3QuatConstArg in)\n"
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"{\n"
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" b3Quat q;\n"
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" q=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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@@ -908,7 +908,7 @@ int b3GpuNarrowPhase::registerRigidBody(int collidableIndex, float mass, const f
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return -1;
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}
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m_data->m_bodyBufferGPU->resize(m_data->m_numAcceleratedRigidBodies+1);
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m_data->m_bodyBufferCPU->resize(m_data->m_numAcceleratedRigidBodies+1);
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b3RigidBodyCL& body = m_data->m_bodyBufferCPU->at(m_data->m_numAcceleratedRigidBodies);
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@@ -97,6 +97,11 @@ public:
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return m_data;
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}
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b3GpuNarrowPhaseInternalData* getInternalData()
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{
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return m_data;
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}
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const struct b3SapAabb& getLocalSpaceAabb(int collidableIndex) const;
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};
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@@ -40,6 +40,7 @@ subject to the following restrictions:
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bool dumpContactStats = false;
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bool calcWorldSpaceAabbOnCpu = true;
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bool useCalculateOverlappingPairsHost = true;
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bool integrateOnCpu = true;
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#else
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bool useDbvt = false;//true;
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@@ -47,6 +48,8 @@ subject to the following restrictions:
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bool dumpContactStats = false;
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bool calcWorldSpaceAabbOnCpu = false;//true;
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bool useCalculateOverlappingPairsHost = false;
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bool integrateOnCpu = false;
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#endif
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#ifdef TEST_OTHER_GPU_SOLVER
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@@ -64,6 +67,8 @@ subject to the following restrictions:
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#include "Bullet3OpenCL/Raycast/b3GpuRaycast.h"
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#include "Bullet3Dynamics/shared/b3IntegrateTransforms.h"
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#include "Bullet3OpenCL/RigidBody/b3GpuNarrowPhaseInternalData.h"
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b3GpuRigidBodyPipeline::b3GpuRigidBodyPipeline(cl_context ctx,cl_device_id device, cl_command_queue q,class b3GpuNarrowPhase* narrowphase, class b3GpuSapBroadphase* broadphaseSap , struct b3DynamicBvhBroadphase* broadphaseDbvt, const b3Config& config)
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{
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@@ -430,22 +435,39 @@ void b3GpuRigidBodyPipeline::stepSimulation(float deltaTime)
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}
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void b3GpuRigidBodyPipeline::integrate(float timeStep)
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{
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//integrate
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int numBodies = m_data->m_narrowphase->getNumRigidBodies();
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float angularDamp = 0.99f;
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if (integrateOnCpu)
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{
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if(numBodies)
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{
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b3GpuNarrowPhaseInternalData* npData = m_data->m_narrowphase->getInternalData();
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npData->m_bodyBufferGPU->copyToHost(*npData->m_bodyBufferCPU);
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b3RigidBodyData_t* bodies = &npData->m_bodyBufferCPU->at(0);
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for (int nodeID=0;nodeID<numBodies;nodeID++)
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{
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integrateSingleTransform( bodies,nodeID, timeStep, angularDamp, m_data->m_gravity);
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}
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npData->m_bodyBufferGPU->copyFromHost(*npData->m_bodyBufferCPU);
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}
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} else
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{
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b3LauncherCL launcher(m_data->m_queue,m_data->m_integrateTransformsKernel);
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launcher.setBuffer(m_data->m_narrowphase->getBodiesGpu());
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int numBodies = m_data->m_narrowphase->getNumRigidBodies();
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launcher.setConst(numBodies);
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launcher.setConst(timeStep);
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float angularDamp = 0.99f;
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launcher.setConst(angularDamp);
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launcher.setConst(m_data->m_gravity);
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launcher.launch1D(numBodies);
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}
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}
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@@ -18,7 +18,7 @@ subject to the following restrictions:
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///useNewBatchingKernel is a rewritten kernel using just a single thread of the warp, for experiments
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bool useNewBatchingKernel = false;
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bool convertConstraintOnCpu = false;//true;
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bool convertConstraintOnCpu = false;
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#define B3_SOLVER_SETUP_KERNEL_PATH "src/Bullet3OpenCL/RigidBody/kernels/solverSetup.cl"
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#define B3_SOLVER_SETUP2_KERNEL_PATH "src/Bullet3OpenCL/RigidBody/kernels/solverSetup2.cl"
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@@ -26,6 +26,9 @@ static const char* batchingKernelsCL= \
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"#else\n"
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"#define b3AtomicInc atomic_inc\n"
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"#define b3Fabs fabs\n"
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"#define b3Sqrt native_sqrt\n"
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"#define b3Sin native_sin\n"
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"#define b3Cos native_cos\n"
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"#endif\n"
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"#endif\n"
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"#ifdef __cplusplus\n"
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@@ -26,6 +26,9 @@ static const char* batchingKernelsNewCL= \
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"#else\n"
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"#define b3AtomicInc atomic_inc\n"
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"#define b3Fabs fabs\n"
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"#define b3Sqrt native_sqrt\n"
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"#define b3Sin native_sin\n"
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"#define b3Cos native_cos\n"
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"#endif\n"
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"#endif\n"
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"#ifdef __cplusplus\n"
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@@ -16,19 +16,7 @@ subject to the following restrictions:
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#include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h"
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float4 quatMult(float4 q1, float4 q2)
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{
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float4 q;
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q.x = q1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y;
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q.y = q1.w * q2.y + q1.y * q2.w + q1.z * q2.x - q1.x * q2.z;
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q.z = q1.w * q2.z + q1.z * q2.w + q1.x * q2.y - q1.y * q2.x;
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q.w = q1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z;
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return q;
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}
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#include "Bullet3Dynamics/shared/b3IntegrateTransforms.h"
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@@ -36,48 +24,9 @@ __kernel void
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integrateTransformsKernel( __global b3RigidBodyData_t* bodies,const int numNodes, float timeStep, float angularDamping, float4 gravityAcceleration)
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{
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int nodeID = get_global_id(0);
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float BT_GPU_ANGULAR_MOTION_THRESHOLD = (0.25f * 3.14159254f);
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if( nodeID < numNodes && (bodies[nodeID].m_invMass != 0.f))
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{
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//angular velocity
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{
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float4 axis;
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//add some hardcoded angular damping
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bodies[nodeID].m_angVel.x *= angularDamping;
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bodies[nodeID].m_angVel.y *= angularDamping;
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bodies[nodeID].m_angVel.z *= angularDamping;
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float4 angvel = bodies[nodeID].m_angVel;
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float fAngle = native_sqrt(dot(angvel, angvel));
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//limit the angular motion
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if(fAngle*timeStep > BT_GPU_ANGULAR_MOTION_THRESHOLD)
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if( nodeID < numNodes)
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{
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fAngle = BT_GPU_ANGULAR_MOTION_THRESHOLD / timeStep;
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}
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if(fAngle < 0.001f)
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{
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// use Taylor's expansions of sync function
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axis = angvel * (0.5f*timeStep-(timeStep*timeStep*timeStep)*0.020833333333f * fAngle * fAngle);
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}
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else
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{
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// sync(fAngle) = sin(c*fAngle)/t
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axis = angvel * ( native_sin(0.5f * fAngle * timeStep) / fAngle);
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}
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float4 dorn = axis;
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dorn.w = native_cos(fAngle * timeStep * 0.5f);
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float4 orn0 = bodies[nodeID].m_quat;
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float4 predictedOrn = quatMult(dorn, orn0);
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predictedOrn = b3QuatNormalize(predictedOrn);
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bodies[nodeID].m_quat=predictedOrn;
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}
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//linear velocity
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bodies[nodeID].m_pos += bodies[nodeID].m_linVel * timeStep;
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//apply gravity
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bodies[nodeID].m_linVel += gravityAcceleration * timeStep;
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integrateSingleTransform(bodies,nodeID, timeStep, angularDamping,gravityAcceleration);
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}
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}
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@@ -26,6 +26,9 @@ static const char* integrateKernelCL= \
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"#else\n"
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"#define b3AtomicInc atomic_inc\n"
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"#define b3Fabs fabs\n"
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"#define b3Sqrt native_sqrt\n"
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"#define b3Sin native_sin\n"
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"#define b3Cos native_cos\n"
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"#endif\n"
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"#endif\n"
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"#ifdef __cplusplus\n"
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@@ -79,7 +82,7 @@ static const char* integrateKernelCL= \
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"}\n"
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" \n"
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"inline b3Quat b3QuatMul(b3Quat a, b3Quat b);\n"
|
||||
"inline b3Quat b3QuatNormalize(b3QuatConstArg in);\n"
|
||||
"inline b3Quat b3QuatNormalized(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"
|
||||
@@ -91,8 +94,10 @@ static const char* integrateKernelCL= \
|
||||
" ans.w = a.w*b.w - b3Dot3F4(a, b);\n"
|
||||
" return ans;\n"
|
||||
"}\n"
|
||||
"inline b3Quat b3QuatNormalize(b3QuatConstArg in)\n"
|
||||
"inline b3Quat b3QuatNormalized(b3QuatConstArg in)\n"
|
||||
"{\n"
|
||||
" b3Quat q;\n"
|
||||
" q=in;\n"
|
||||
" //return b3FastNormalize4(in);\n"
|
||||
" float len = native_sqrt(dot(q, q));\n"
|
||||
" if(len > 0.f)\n"
|
||||
@@ -273,32 +278,26 @@ static const char* integrateKernelCL= \
|
||||
"};\n"
|
||||
"#endif //B3_RIGIDBODY_DATA_H\n"
|
||||
" \n"
|
||||
"float4 quatMult(float4 q1, float4 q2)\n"
|
||||
"#ifndef B3_RIGIDBODY_DATA_H\n"
|
||||
"#endif //B3_RIGIDBODY_DATA_H\n"
|
||||
" \n"
|
||||
"inline void integrateSingleTransform( __global b3RigidBodyData_t* bodies,int nodeID, float timeStep, float angularDamping, b3Float4ConstArg gravityAcceleration)\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 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"
|
||||
" if( nodeID < numNodes && (bodies[nodeID].m_invMass != 0.f))\n"
|
||||
" \n"
|
||||
" if (bodies[nodeID].m_invMass != 0.f)\n"
|
||||
" {\n"
|
||||
" float BT_GPU_ANGULAR_MOTION_THRESHOLD = (0.25f * 3.14159254f);\n"
|
||||
" //angular velocity\n"
|
||||
" {\n"
|
||||
" float4 axis;\n"
|
||||
" b3Float4 axis;\n"
|
||||
" //add some hardcoded angular damping\n"
|
||||
" bodies[nodeID].m_angVel.x *= angularDamping;\n"
|
||||
" bodies[nodeID].m_angVel.y *= angularDamping;\n"
|
||||
" bodies[nodeID].m_angVel.z *= angularDamping;\n"
|
||||
" \n"
|
||||
" float4 angvel = bodies[nodeID].m_angVel;\n"
|
||||
" float fAngle = native_sqrt(dot(angvel, angvel));\n"
|
||||
" b3Float4 angvel = bodies[nodeID].m_angVel;\n"
|
||||
" float fAngle = b3Sqrt(b3Dot3F4(angvel, angvel));\n"
|
||||
" \n"
|
||||
" //limit the angular motion\n"
|
||||
" if(fAngle*timeStep > BT_GPU_ANGULAR_MOTION_THRESHOLD)\n"
|
||||
" {\n"
|
||||
@@ -312,13 +311,17 @@ static const char* integrateKernelCL= \
|
||||
" else\n"
|
||||
" {\n"
|
||||
" // sync(fAngle) = sin(c*fAngle)/t\n"
|
||||
" axis = angvel * ( native_sin(0.5f * fAngle * timeStep) / fAngle);\n"
|
||||
" axis = angvel * ( b3Sin(0.5f * fAngle * timeStep) / fAngle);\n"
|
||||
" }\n"
|
||||
" float4 dorn = axis;\n"
|
||||
" dorn.w = native_cos(fAngle * timeStep * 0.5f);\n"
|
||||
" float4 orn0 = bodies[nodeID].m_quat;\n"
|
||||
" float4 predictedOrn = quatMult(dorn, orn0);\n"
|
||||
" predictedOrn = b3QuatNormalize(predictedOrn);\n"
|
||||
" \n"
|
||||
" b3Quat dorn;\n"
|
||||
" dorn.x = axis.x;\n"
|
||||
" dorn.y = axis.y;\n"
|
||||
" dorn.z = axis.z;\n"
|
||||
" dorn.w = b3Cos(fAngle * timeStep * 0.5f);\n"
|
||||
" b3Quat orn0 = bodies[nodeID].m_quat;\n"
|
||||
" b3Quat predictedOrn = b3QuatMul(dorn, orn0);\n"
|
||||
" predictedOrn = b3QuatNormalized(predictedOrn);\n"
|
||||
" bodies[nodeID].m_quat=predictedOrn;\n"
|
||||
" }\n"
|
||||
" //linear velocity \n"
|
||||
@@ -328,5 +331,65 @@ static const char* integrateKernelCL= \
|
||||
" bodies[nodeID].m_linVel += gravityAcceleration * timeStep;\n"
|
||||
" \n"
|
||||
" }\n"
|
||||
" \n"
|
||||
"}\n"
|
||||
"inline void b3IntegrateTransform( __global b3RigidBodyData_t* body, float timeStep, float angularDamping, b3Float4ConstArg gravityAcceleration)\n"
|
||||
"{\n"
|
||||
" float BT_GPU_ANGULAR_MOTION_THRESHOLD = (0.25f * 3.14159254f);\n"
|
||||
" \n"
|
||||
" if( (body->m_invMass != 0.f))\n"
|
||||
" {\n"
|
||||
" //angular velocity\n"
|
||||
" {\n"
|
||||
" b3Float4 axis;\n"
|
||||
" //add some hardcoded angular damping\n"
|
||||
" body->m_angVel.x *= angularDamping;\n"
|
||||
" body->m_angVel.y *= angularDamping;\n"
|
||||
" body->m_angVel.z *= angularDamping;\n"
|
||||
" \n"
|
||||
" b3Float4 angvel = body->m_angVel;\n"
|
||||
" float fAngle = b3Sqrt(b3Dot(angvel, angvel));\n"
|
||||
" //limit the angular motion\n"
|
||||
" if(fAngle*timeStep > BT_GPU_ANGULAR_MOTION_THRESHOLD)\n"
|
||||
" {\n"
|
||||
" fAngle = BT_GPU_ANGULAR_MOTION_THRESHOLD / timeStep;\n"
|
||||
" }\n"
|
||||
" if(fAngle < 0.001f)\n"
|
||||
" {\n"
|
||||
" // use Taylor's expansions of sync function\n"
|
||||
" axis = angvel * (0.5f*timeStep-(timeStep*timeStep*timeStep)*0.020833333333f * fAngle * fAngle);\n"
|
||||
" }\n"
|
||||
" else\n"
|
||||
" {\n"
|
||||
" // sync(fAngle) = sin(c*fAngle)/t\n"
|
||||
" axis = angvel * ( b3Sin(0.5f * fAngle * timeStep) / fAngle);\n"
|
||||
" }\n"
|
||||
" b3Quat dorn;\n"
|
||||
" dorn.x = axis.x;\n"
|
||||
" dorn.y = axis.y;\n"
|
||||
" dorn.z = axis.z;\n"
|
||||
" dorn.w = b3Cos(fAngle * timeStep * 0.5f);\n"
|
||||
" b3Quat orn0 = body->m_quat;\n"
|
||||
" b3Quat predictedOrn = b3QuatMul(dorn, orn0);\n"
|
||||
" predictedOrn = b3QuatNormalized(predictedOrn);\n"
|
||||
" body->m_quat=predictedOrn;\n"
|
||||
" }\n"
|
||||
" //apply gravity\n"
|
||||
" body->m_linVel += gravityAcceleration * timeStep;\n"
|
||||
" //linear velocity \n"
|
||||
" body->m_pos += body->m_linVel * timeStep;\n"
|
||||
" \n"
|
||||
" }\n"
|
||||
" \n"
|
||||
"}\n"
|
||||
"__kernel void \n"
|
||||
" integrateTransformsKernel( __global b3RigidBodyData_t* bodies,const int numNodes, float timeStep, float angularDamping, float4 gravityAcceleration)\n"
|
||||
"{\n"
|
||||
" int nodeID = get_global_id(0);\n"
|
||||
" \n"
|
||||
" if( nodeID < numNodes)\n"
|
||||
" {\n"
|
||||
" integrateSingleTransform(bodies,nodeID, timeStep, angularDamping,gravityAcceleration);\n"
|
||||
" }\n"
|
||||
"}\n"
|
||||
;
|
||||
|
||||
@@ -26,6 +26,9 @@ static const char* solverSetupCL= \
|
||||
"#else\n"
|
||||
"#define b3AtomicInc atomic_inc\n"
|
||||
"#define b3Fabs fabs\n"
|
||||
"#define b3Sqrt native_sqrt\n"
|
||||
"#define b3Sin native_sin\n"
|
||||
"#define b3Cos native_cos\n"
|
||||
"#endif\n"
|
||||
"#endif\n"
|
||||
"#ifdef __cplusplus\n"
|
||||
@@ -141,7 +144,7 @@ static const char* solverSetupCL= \
|
||||
"}\n"
|
||||
" \n"
|
||||
"inline b3Quat b3QuatMul(b3Quat a, b3Quat b);\n"
|
||||
"inline b3Quat b3QuatNormalize(b3QuatConstArg in);\n"
|
||||
"inline b3Quat b3QuatNormalized(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"
|
||||
@@ -153,8 +156,10 @@ static const char* solverSetupCL= \
|
||||
" ans.w = a.w*b.w - b3Dot3F4(a, b);\n"
|
||||
" return ans;\n"
|
||||
"}\n"
|
||||
"inline b3Quat b3QuatNormalize(b3QuatConstArg in)\n"
|
||||
"inline b3Quat b3QuatNormalized(b3QuatConstArg in)\n"
|
||||
"{\n"
|
||||
" b3Quat q;\n"
|
||||
" q=in;\n"
|
||||
" //return b3FastNormalize4(in);\n"
|
||||
" float len = native_sqrt(dot(q, q));\n"
|
||||
" if(len > 0.f)\n"
|
||||
|
||||
@@ -26,6 +26,9 @@ static const char* solverSetup2CL= \
|
||||
"#else\n"
|
||||
"#define b3AtomicInc atomic_inc\n"
|
||||
"#define b3Fabs fabs\n"
|
||||
"#define b3Sqrt native_sqrt\n"
|
||||
"#define b3Sin native_sin\n"
|
||||
"#define b3Cos native_cos\n"
|
||||
"#endif\n"
|
||||
"#endif\n"
|
||||
"#ifdef __cplusplus\n"
|
||||
|
||||
@@ -26,6 +26,9 @@ static const char* solverUtilsCL= \
|
||||
"#else\n"
|
||||
"#define b3AtomicInc atomic_inc\n"
|
||||
"#define b3Fabs fabs\n"
|
||||
"#define b3Sqrt native_sqrt\n"
|
||||
"#define b3Sin native_sin\n"
|
||||
"#define b3Cos native_cos\n"
|
||||
"#endif\n"
|
||||
"#endif\n"
|
||||
"#ifdef __cplusplus\n"
|
||||
|
||||
@@ -16,6 +16,9 @@ static const char* updateAabbsKernelCL= \
|
||||
"#else\n"
|
||||
"#define b3AtomicInc atomic_inc\n"
|
||||
"#define b3Fabs fabs\n"
|
||||
"#define b3Sqrt native_sqrt\n"
|
||||
"#define b3Sin native_sin\n"
|
||||
"#define b3Cos native_cos\n"
|
||||
"#endif\n"
|
||||
"#endif\n"
|
||||
"#ifdef __cplusplus\n"
|
||||
@@ -71,7 +74,7 @@ static const char* updateAabbsKernelCL= \
|
||||
"}\n"
|
||||
" \n"
|
||||
"inline b3Quat b3QuatMul(b3Quat a, b3Quat b);\n"
|
||||
"inline b3Quat b3QuatNormalize(b3QuatConstArg in);\n"
|
||||
"inline b3Quat b3QuatNormalized(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"
|
||||
@@ -83,8 +86,10 @@ static const char* updateAabbsKernelCL= \
|
||||
" ans.w = a.w*b.w - b3Dot3F4(a, b);\n"
|
||||
" return ans;\n"
|
||||
"}\n"
|
||||
"inline b3Quat b3QuatNormalize(b3QuatConstArg in)\n"
|
||||
"inline b3Quat b3QuatNormalized(b3QuatConstArg in)\n"
|
||||
"{\n"
|
||||
" b3Quat q;\n"
|
||||
" q=in;\n"
|
||||
" //return b3FastNormalize4(in);\n"
|
||||
" float len = native_sqrt(dot(q, q));\n"
|
||||
" if(len > 0.f)\n"
|
||||
|
||||
Reference in New Issue
Block a user