Files
bullet3/opencl/gpu_sat/kernels/primitiveContacts.cl

668 lines
17 KiB
Common Lisp

#define TRIANGLE_NUM_CONVEX_FACES 5
#define SHAPE_CONVEX_HULL 3
#define SHAPE_PLANE 4
#define SHAPE_CONCAVE_TRIMESH 5
#define SHAPE_COMPOUND_OF_CONVEX_HULLS 6
#define SHAPE_SPHERE 7
#pragma OPENCL EXTENSION cl_amd_printf : enable
#pragma OPENCL EXTENSION cl_khr_local_int32_base_atomics : enable
#pragma OPENCL EXTENSION cl_khr_global_int32_base_atomics : enable
#pragma OPENCL EXTENSION cl_khr_local_int32_extended_atomics : enable
#pragma OPENCL EXTENSION cl_khr_global_int32_extended_atomics : enable
#ifdef cl_ext_atomic_counters_32
#pragma OPENCL EXTENSION cl_ext_atomic_counters_32 : enable
#else
#define counter32_t volatile __global int*
#endif
#define GET_GROUP_IDX get_group_id(0)
#define GET_LOCAL_IDX get_local_id(0)
#define GET_GLOBAL_IDX get_global_id(0)
#define GET_GROUP_SIZE get_local_size(0)
#define GET_NUM_GROUPS get_num_groups(0)
#define GROUP_LDS_BARRIER barrier(CLK_LOCAL_MEM_FENCE)
#define GROUP_MEM_FENCE mem_fence(CLK_LOCAL_MEM_FENCE)
#define AtomInc(x) atom_inc(&(x))
#define AtomInc1(x, out) out = atom_inc(&(x))
#define AppendInc(x, out) out = atomic_inc(x)
#define AtomAdd(x, value) atom_add(&(x), value)
#define AtomCmpxhg(x, cmp, value) atom_cmpxchg( &(x), cmp, value )
#define AtomXhg(x, value) atom_xchg ( &(x), value )
#define max2 max
#define min2 min
typedef unsigned int u32;
typedef struct
{
float4 m_worldPos[4];
float4 m_worldNormal; // w: m_nPoints
u32 m_coeffs;
u32 m_batchIdx;
int m_bodyAPtrAndSignBit;//x:m_bodyAPtr, y:m_bodyBPtr
int m_bodyBPtrAndSignBit;
} Contact4;
///keep this in sync with btCollidable.h
typedef struct
{
int m_numChildShapes;
float m_radius;
int m_shapeType;
int m_shapeIndex;
} btCollidableGpu;
typedef struct
{
float4 m_childPosition;
float4 m_childOrientation;
int m_shapeIndex;
int m_unused0;
int m_unused1;
int m_unused2;
} btGpuChildShape;
#define GET_NPOINTS(x) (x).m_worldNormal.w
typedef struct
{
float4 m_pos;
float4 m_quat;
float4 m_linVel;
float4 m_angVel;
u32 m_collidableIdx;
float m_invMass;
float m_restituitionCoeff;
float m_frictionCoeff;
} BodyData;
typedef struct
{
float4 m_localCenter;
float4 m_extents;
float4 mC;
float4 mE;
float m_radius;
int m_faceOffset;
int m_numFaces;
int m_numVertices;
int m_vertexOffset;
int m_uniqueEdgesOffset;
int m_numUniqueEdges;
int m_unused;
} ConvexPolyhedronCL;
typedef struct
{
float4 m_plane;
int m_indexOffset;
int m_numIndices;
} btGpuFace;
#define SELECT_UINT4( b, a, condition ) select( b,a,condition )
#define make_float4 (float4)
#define make_float2 (float2)
#define make_uint4 (uint4)
#define make_int4 (int4)
#define make_uint2 (uint2)
#define make_int2 (int2)
__inline
float fastDiv(float numerator, float denominator)
{
return native_divide(numerator, denominator);
// return numerator/denominator;
}
__inline
float4 fastDiv4(float4 numerator, float4 denominator)
{
return native_divide(numerator, denominator);
}
__inline
float4 cross3(float4 a, float4 b)
{
return cross(a,b);
}
//#define dot3F4 dot
__inline
float dot3F4(float4 a, float4 b)
{
float4 a1 = make_float4(a.xyz,0.f);
float4 b1 = make_float4(b.xyz,0.f);
return dot(a1, b1);
}
__inline
float4 fastNormalize4(float4 v)
{
return fast_normalize(v);
}
///////////////////////////////////////
// Quaternion
///////////////////////////////////////
typedef float4 Quaternion;
__inline
Quaternion qtMul(Quaternion a, Quaternion b);
__inline
Quaternion qtNormalize(Quaternion in);
__inline
float4 qtRotate(Quaternion q, float4 vec);
__inline
Quaternion qtInvert(Quaternion q);
__inline
Quaternion qtMul(Quaternion a, Quaternion b)
{
Quaternion ans;
ans = cross3( a, b );
ans += a.w*b+b.w*a;
// ans.w = a.w*b.w - (a.x*b.x+a.y*b.y+a.z*b.z);
ans.w = a.w*b.w - dot3F4(a, b);
return ans;
}
__inline
Quaternion qtNormalize(Quaternion in)
{
return fastNormalize4(in);
// in /= length( in );
// return in;
}
__inline
float4 qtRotate(Quaternion q, float4 vec)
{
Quaternion qInv = qtInvert( q );
float4 vcpy = vec;
vcpy.w = 0.f;
float4 out = qtMul(qtMul(q,vcpy),qInv);
return out;
}
__inline
Quaternion qtInvert(Quaternion q)
{
return (Quaternion)(-q.xyz, q.w);
}
__inline
float4 qtInvRotate(const Quaternion q, float4 vec)
{
return qtRotate( qtInvert( q ), vec );
}
__inline
float4 transform(const float4* p, const float4* translation, const Quaternion* orientation)
{
return qtRotate( *orientation, *p ) + (*translation);
}
void trInverse(float4 translationIn, Quaternion orientationIn,
float4* translationOut, Quaternion* orientationOut)
{
*orientationOut = qtInvert(orientationIn);
*translationOut = qtRotate(*orientationOut, -translationIn);
}
void trMul(float4 translationA, Quaternion orientationA,
float4 translationB, Quaternion orientationB,
float4* translationOut, Quaternion* orientationOut)
{
*orientationOut = qtMul(orientationA,orientationB);
*translationOut = transform(&translationB,&translationA,&orientationA);
}
__inline
float4 normalize3(const float4 a)
{
float4 n = make_float4(a.x, a.y, a.z, 0.f);
return fastNormalize4( n );
}
__inline float4 lerp3(const float4 a,const float4 b, float t)
{
return make_float4( a.x + (b.x - a.x) * t,
a.y + (b.y - a.y) * t,
a.z + (b.z - a.z) * t,
0.f);
}
float signedDistanceFromPointToPlane(float4 point, float4 planeEqn, float4* closestPointOnFace)
{
float4 n = (float4)(planeEqn.x, planeEqn.y, planeEqn.z, 0);
float dist = dot3F4(n, point) + planeEqn.w;
*closestPointOnFace = point - dist * n;
return dist;
}
inline bool IsPointInPolygon(float4 p,
float4 posConvex,
float4 ornConvex,
const btGpuFace* face,
__global const float4* baseVertex,
__global const int* convexIndices,
float4* out)
{
float4 a;
float4 b;
float4 ab;
float4 ap;
float4 v;
float4 plane = make_float4(face->m_plane.x,face->m_plane.y,face->m_plane.z,0.f);
if (face->m_numIndices<2)
return false;
float4 v0 = baseVertex[convexIndices[face->m_indexOffset + face->m_numIndices-1]];
float4 worldV0 = transform(&v0, &posConvex, &ornConvex);
b = worldV0;
for(unsigned i=0; i != face->m_numIndices; ++i)
{
a = b;
float4 vi = baseVertex[convexIndices[face->m_indexOffset + i]];
float4 worldVi = transform(&vi, &posConvex, &ornConvex);
b = worldVi;
ab = b-a;
ap = p-a;
v = cross3(ab,plane);
if (dot(ap, v) > 0.f)
{
float ab_m2 = dot(ab, ab);
float rt = ab_m2 != 0.f ? dot(ab, ap) / ab_m2 : 0.f;
if (rt <= 0.f)
{
*out = a;
}
else if (rt >= 1.f)
{
*out = b;
}
else
{
float s = 1.f - rt;
out[0].x = s * a.x + rt * b.x;
out[0].y = s * a.y + rt * b.y;
out[0].z = s * a.z + rt * b.z;
}
return false;
}
}
return true;
}
void computeContactSphereConvex(int pairIndex,
int bodyIndexA, int bodyIndexB,
int collidableIndexA, int collidableIndexB,
__global const BodyData* rigidBodies,
__global const btCollidableGpu* collidables,
__global const ConvexPolyhedronCL* convexShapes,
__global const float4* convexVertices,
__global const int* convexIndices,
__global const btGpuFace* faces,
__global Contact4* restrict globalContactsOut,
counter32_t nGlobalContactsOut,
int numPairs)
{
float radius = collidables[collidableIndexA].m_radius;
float4 spherePos1 = rigidBodies[bodyIndexA].m_pos;
float4 sphereOrn = rigidBodies[bodyIndexA].m_quat;
float4 pos = rigidBodies[bodyIndexB].m_pos;
float4 quat = rigidBodies[bodyIndexB].m_quat;
float4 spherePos = spherePos1 - pos;
int collidableIndex = rigidBodies[bodyIndexB].m_collidableIdx;
int shapeIndex = collidables[collidableIndex].m_shapeIndex;
int numFaces = convexShapes[shapeIndex].m_numFaces;
float4 closestPnt = (float4)(0, 0, 0, 0);
float4 hitNormalWorld = (float4)(0, 0, 0, 0);
float minDist = -1000000.f;
bool bCollide = true;
for ( int f = 0; f < numFaces; f++ )
{
btGpuFace face = faces[convexShapes[shapeIndex].m_faceOffset+f];
// set up a plane equation
float4 planeEqn;
float4 n1 = qtRotate(quat, (float4)(face.m_plane.xyz, 0));
planeEqn = n1;
planeEqn.w = face.m_plane.w;
// compute a signed distance from the vertex in cloth to the face of rigidbody.
float4 pntReturn;
float dist = signedDistanceFromPointToPlane(spherePos, planeEqn, &pntReturn);
// If the distance is positive, the plane is a separating plane.
if ( dist > radius )
{
bCollide = false;
break;
}
if (dist>0)
{
//might hit an edge or vertex
float4 out;
bool isInPoly = IsPointInPolygon(spherePos,
pos,
quat,
&face,
&convexVertices[convexShapes[shapeIndex].m_vertexOffset],
convexIndices,
&out);
if (isInPoly)
{
if (dist>minDist)
{
minDist = dist;
closestPnt = pntReturn;
hitNormalWorld = planeEqn;
}
} else
{
float4 tmp = spherePos-out;
float l2 = dot(tmp,tmp);
if (l2<radius*radius)
{
dist = sqrt(l2);
if (dist>minDist)
{
minDist = dist;
closestPnt = out;
hitNormalWorld = tmp/dist;
}
} else
{
bCollide = false;
break;
}
}
} else
{
if ( dist > minDist )
{
minDist = dist;
closestPnt = pntReturn;
hitNormalWorld.xyz = planeEqn.xyz;
}
}
}
if (bCollide)
{
float4 normalOnSurfaceB1 = -hitNormalWorld;
float4 pOnB1 = closestPnt+pos;
float actualDepth = minDist-radius;
pOnB1.w = actualDepth;
int dstIdx;
AppendInc( nGlobalContactsOut, dstIdx );
if (dstIdx < numPairs)
{
__global Contact4* c = &globalContactsOut[dstIdx];
c->m_worldNormal = normalOnSurfaceB1;
c->m_coeffs = (u32)(0.f*0xffff) | ((u32)(0.7f*0xffff)<<16);
c->m_batchIdx = pairIndex;
c->m_bodyAPtrAndSignBit = rigidBodies[bodyIndexA].m_invMass==0?-bodyIndexA:bodyIndexA;
c->m_bodyBPtrAndSignBit = rigidBodies[bodyIndexB].m_invMass==0?-bodyIndexB:bodyIndexB;
c->m_worldPos[0] = pOnB1;
GET_NPOINTS(*c) = 1;
}//if (dstIdx < numPairs)
}//if (hasCollision)
}
void computeContactPlaneConvex(int pairIndex,
int bodyIndexA, int bodyIndexB,
int collidableIndexA, int collidableIndexB,
__global const BodyData* rigidBodies,
__global const btCollidableGpu* collidables,
__global const btGpuFace* faces,
__global Contact4* restrict globalContactsOut,
counter32_t nGlobalContactsOut,
int numPairs)
{
float4 planeEq = faces[collidables[collidableIndexA].m_shapeIndex].m_plane;
float radius = collidables[collidableIndexB].m_radius;
float4 posA1 = rigidBodies[bodyIndexA].m_pos;
float4 ornA1 = rigidBodies[bodyIndexA].m_quat;
float4 posB1 = rigidBodies[bodyIndexB].m_pos;
float4 ornB1 = rigidBodies[bodyIndexB].m_quat;
bool hasCollision = false;
float4 planeNormal1 = make_float4(planeEq.x,planeEq.y,planeEq.z,0.f);
float planeConstant = planeEq.w;
float4 convexInPlaneTransPos1; Quaternion convexInPlaneTransOrn1;
{
float4 invPosA;Quaternion invOrnA;
trInverse(posA1,ornA1,&invPosA,&invOrnA);
trMul(invPosA,invOrnA,posB1,ornB1,&convexInPlaneTransPos1,&convexInPlaneTransOrn1);
}
float4 planeInConvexPos1; Quaternion planeInConvexOrn1;
{
float4 invPosB;Quaternion invOrnB;
trInverse(posB1,ornB1,&invPosB,&invOrnB);
trMul(invPosB,invOrnB,posA1,ornA1,&planeInConvexPos1,&planeInConvexOrn1);
}
float4 vtx1 = qtRotate(planeInConvexOrn1,-planeNormal1)*radius;
float4 vtxInPlane1 = transform(&vtx1,&convexInPlaneTransPos1,&convexInPlaneTransOrn1);
float distance = dot3F4(planeNormal1,vtxInPlane1) - planeConstant;
hasCollision = distance < 0.f;//m_manifoldPtr->getContactBreakingThreshold();
if (hasCollision)
{
float4 vtxInPlaneProjected1 = vtxInPlane1 - distance*planeNormal1;
float4 vtxInPlaneWorld1 = transform(&vtxInPlaneProjected1,&posA1,&ornA1);
float4 normalOnSurfaceB1 = qtRotate(ornA1,planeNormal1);
float4 pOnB1 = vtxInPlaneWorld1+normalOnSurfaceB1*distance;
pOnB1.w = distance;
int dstIdx;
AppendInc( nGlobalContactsOut, dstIdx );
if (dstIdx < numPairs)
{
__global Contact4* c = &globalContactsOut[dstIdx];
c->m_worldNormal = normalOnSurfaceB1;
c->m_coeffs = (u32)(0.f*0xffff) | ((u32)(0.7f*0xffff)<<16);
c->m_batchIdx = pairIndex;
c->m_bodyAPtrAndSignBit = rigidBodies[bodyIndexA].m_invMass==0?-bodyIndexA:bodyIndexA;
c->m_bodyBPtrAndSignBit = rigidBodies[bodyIndexB].m_invMass==0?-bodyIndexB:bodyIndexB;
c->m_worldPos[0] = pOnB1;
GET_NPOINTS(*c) = 1;
}//if (dstIdx < numPairs)
}//if (hasCollision)
}
__kernel void primitiveContactsKernel( __global const int2* pairs,
__global const BodyData* rigidBodies,
__global const btCollidableGpu* collidables,
__global const ConvexPolyhedronCL* convexShapes,
__global const float4* vertices,
__global const float4* uniqueEdges,
__global const btGpuFace* faces,
__global const int* indices,
__global Contact4* restrict globalContactsOut,
counter32_t nGlobalContactsOut,
int numPairs)
{
int i = get_global_id(0);
int pairIndex = i;
float4 worldVertsB1[64];
float4 worldVertsB2[64];
int capacityWorldVerts = 64;
float4 localContactsOut[64];
int localContactCapacity=64;
float minDist = -1e30f;
float maxDist = 0.02f;
if (i<numPairs)
{
int bodyIndexA = pairs[i].x;
int bodyIndexB = pairs[i].y;
int collidableIndexA = rigidBodies[bodyIndexA].m_collidableIdx;
int collidableIndexB = rigidBodies[bodyIndexB].m_collidableIdx;
if (collidables[collidableIndexA].m_shapeType == SHAPE_SPHERE &&
collidables[collidableIndexB].m_shapeType == SHAPE_PLANE)
{
computeContactPlaneConvex( pairIndex, bodyIndexB,bodyIndexA, collidableIndexB,collidableIndexA,
rigidBodies,collidables,faces, globalContactsOut, nGlobalContactsOut,numPairs);
return;
}
if (collidables[collidableIndexA].m_shapeType == SHAPE_PLANE &&
collidables[collidableIndexB].m_shapeType == SHAPE_SPHERE)
{
computeContactPlaneConvex(pairIndex, bodyIndexA, bodyIndexB, collidableIndexA, collidableIndexB,
rigidBodies,collidables,faces, globalContactsOut, nGlobalContactsOut,numPairs);
return;
}
if (collidables[collidableIndexA].m_shapeType == SHAPE_SPHERE &&
collidables[collidableIndexB].m_shapeType == SHAPE_CONVEX_HULL)
{
computeContactSphereConvex(pairIndex, bodyIndexA, bodyIndexB, collidableIndexA, collidableIndexB,
rigidBodies,collidables,convexShapes,vertices,indices,faces, globalContactsOut, nGlobalContactsOut,numPairs);
return;
}
if (collidables[collidableIndexA].m_shapeType == SHAPE_CONVEX_HULL &&
collidables[collidableIndexB].m_shapeType == SHAPE_SPHERE)
{
computeContactSphereConvex(pairIndex, bodyIndexB, bodyIndexA, collidableIndexB, collidableIndexA,
rigidBodies,collidables,convexShapes,vertices,indices,faces, globalContactsOut, nGlobalContactsOut,numPairs);
return;
}
if (collidables[collidableIndexA].m_shapeType == SHAPE_SPHERE &&
collidables[collidableIndexB].m_shapeType == SHAPE_SPHERE)
{
//sphere-sphere
float radiusA = collidables[collidableIndexA].m_radius;
float radiusB = collidables[collidableIndexB].m_radius;
float4 posA = rigidBodies[bodyIndexA].m_pos;
float4 posB = rigidBodies[bodyIndexB].m_pos;
float4 diff = posA-posB;
float len = length(diff);
///iff distance positive, don't generate a new contact
if ( len <= (radiusA+radiusB))
{
///distance (negative means penetration)
float dist = len - (radiusA+radiusB);
float4 normalOnSurfaceB = make_float4(1.f,0.f,0.f,0.f);
if (len > 0.00001)
{
normalOnSurfaceB = diff / len;
}
float4 contactPosB = posB + normalOnSurfaceB*radiusB;
contactPosB.w = dist;
int dstIdx;
AppendInc( nGlobalContactsOut, dstIdx );
if (dstIdx < numPairs)
{
__global Contact4* c = &globalContactsOut[dstIdx];
c->m_worldNormal = -normalOnSurfaceB;
c->m_coeffs = (u32)(0.f*0xffff) | ((u32)(0.7f*0xffff)<<16);
c->m_batchIdx = pairIndex;
int bodyA = pairs[pairIndex].x;
int bodyB = pairs[pairIndex].y;
c->m_bodyAPtrAndSignBit = rigidBodies[bodyA].m_invMass==0?-bodyA:bodyA;
c->m_bodyBPtrAndSignBit = rigidBodies[bodyB].m_invMass==0?-bodyB:bodyB;
c->m_worldPos[0] = contactPosB;
GET_NPOINTS(*c) = 1;
}//if (dstIdx < numPairs)
}//if ( len <= (radiusA+radiusB))
return;
}//SHAPE_SPHERE SHAPE_SPHERE
}// if (i<numPairs)
}