ruby-bullet 0.0.2-x86-mingw32
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- data/INSTALL.md +22 -0
- data/LICENSE +23 -0
- data/README.md +41 -0
- data/Rakefile +131 -0
- data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btAxisSweep3.i +30 -0
- data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btBroadphaseInterface.i +8 -0
- data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btBroadphaseProxy.i +8 -0
- data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btCollisionAlgorithm.i +8 -0
- data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btDbvt.i +10 -0
- data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btDbvtBroadphase.i +8 -0
- data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btDispatcher.i +8 -0
- data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btMultiSapBroadphase.i +10 -0
- data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btOverlappingPairCache.i +8 -0
- data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btOverlappingPairCallback.i +8 -0
- data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btQuantizedBvh.i +8 -0
- data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btSimpleBroadphase.i +8 -0
- data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/local_btAxisSweep3Internal.h +191 -0
- data/bindings/bullet/interface/BulletCollision/CollisionDispatch/SphereTriangleDetector.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btActivatingCollisionAlgorithm.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btBox2dBox2dCollisionAlgorithm.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btBoxBoxCollisionAlgorithm.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btBoxBoxDetector.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btCollisionConfiguration.i +21 -0
- data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btCollisionCreateFunc.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btCollisionDispatcher.i +24 -0
- data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btCollisionObject.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btCollisionWorld.i +82 -0
- data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btCompoundCollisionAlgorithm.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btConvex2dConvex2dAlgorithm.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btConvexConcaveCollisionAlgorithm.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btConvexConvexAlgorithm.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btConvexPlaneCollisionAlgorithm.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btDefaultCollisionConfiguration.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btEmptyCollisionAlgorithm.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btGhostObject.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btInternalEdgeUtility.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btManifoldResult.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btSimulationIslandManager.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btSphereBoxCollisionAlgorithm.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btSphereSphereCollisionAlgorithm.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btSphereTriangleCollisionAlgorithm.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btUnionFind.i +10 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btBox2dShape.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btBoxShape.i +22 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btBvhTriangleMeshShape.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btCapsuleShape.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btCollisionMargin.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btCollisionShape.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btCompoundShape.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btConcaveShape.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btConeShape.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btConvex2dShape.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btConvexHullShape.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btConvexInternalShape.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btConvexPointCloudShape.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btConvexPolyhedron.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btConvexShape.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btConvexTriangleMeshShape.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btCylinderShape.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btEmptyShape.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btMaterial.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btMinkowskiSumShape.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btMultiSphereShape.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btMultimaterialTriangleMeshShape.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btOptimizedBvh.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btPolyhedralConvexShape.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btShapeHull.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btSphereShape.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btStaticPlaneShape.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btStridingMeshInterface.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btTetrahedronShape.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btTriangleBuffer.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btTriangleCallback.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btTriangleIndexVertexArray.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btTriangleIndexVertexMaterialArray.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btTriangleInfoMap.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btTriangleMeshShape.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btTriangleShape.i +8 -0
- data/bindings/bullet/interface/BulletCollision/CollisionShapes/btUniformScalingShape.i +8 -0
- data/bindings/bullet/interface/BulletCollision/Gimpact/btBoxCollision.i +8 -0
- data/bindings/bullet/interface/BulletCollision/Gimpact/btClipPolygon.i +8 -0
- data/bindings/bullet/interface/BulletCollision/Gimpact/btContactProcessing.i +8 -0
- data/bindings/bullet/interface/BulletCollision/Gimpact/btGImpactBvh.i +8 -0
- data/bindings/bullet/interface/BulletCollision/Gimpact/btGImpactCollisionAlgorithm.i +8 -0
- data/bindings/bullet/interface/BulletCollision/Gimpact/btGImpactMassUtil.i +8 -0
- data/bindings/bullet/interface/BulletCollision/Gimpact/btGImpactQuantizedBvh.i +8 -0
- data/bindings/bullet/interface/BulletCollision/Gimpact/btGImpactShape.i +8 -0
- data/bindings/bullet/interface/BulletCollision/Gimpact/btGenericPoolAllocator.i +11 -0
- data/bindings/bullet/interface/BulletCollision/Gimpact/btGeometryOperations.i +8 -0
- data/bindings/bullet/interface/BulletCollision/Gimpact/btQuantization.i +8 -0
- data/bindings/bullet/interface/BulletCollision/Gimpact/btTriangleShapeEx.i +8 -0
- data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btContinuousConvexCollision.i +8 -0
- data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btConvexCast.i +8 -0
- data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btConvexPenetrationDepthSolver.i +8 -0
- data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btDiscreteCollisionDetectorInterface.i +11 -0
- data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btGjkConvexCast.i +8 -0
- data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btGjkEpa2.i +8 -0
- data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.i +8 -0
- data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btGjkPairDetector.i +8 -0
- data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btManifoldPoint.i +8 -0
- data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btMinkowskiPenetrationDepthSolver.i +8 -0
- data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btPersistentManifold.i +8 -0
- data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btPointCollector.i +8 -0
- data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btPolyhedralContactClipping.i +8 -0
- data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btRaycastCallback.i +8 -0
- data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btSimplexSolverInterface.i +8 -0
- data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.i +8 -0
- data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btVoronoiSimplexSolver.i +8 -0
- data/bindings/bullet/interface/BulletDynamics/Character/btCharacterControllerInterface.i +8 -0
- data/bindings/bullet/interface/BulletDynamics/Character/btKinematicCharacterController.i +8 -0
- data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btConeTwistConstraint.i +8 -0
- data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btConstraintSolver.i +8 -0
- data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btContactConstraint.i +8 -0
- data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btContactSolverInfo.i +8 -0
- data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btGeneric6DofConstraint.i +8 -0
- data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btGeneric6DofSpringConstraint.i +8 -0
- data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btHinge2Constraint.i +8 -0
- data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btHingeConstraint.i +8 -0
- data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btJacobianEntry.i +8 -0
- data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btPoint2PointConstraint.i +8 -0
- data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.i +21 -0
- data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btSliderConstraint.i +8 -0
- data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btSolve2LinearConstraint.i +8 -0
- data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btSolverBody.i +8 -0
- data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btSolverConstraint.i +8 -0
- data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btTypedConstraint.i +8 -0
- data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btUniversalConstraint.i +8 -0
- data/bindings/bullet/interface/BulletDynamics/Dynamics/btActionInterface.i +8 -0
- data/bindings/bullet/interface/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.i +23 -0
- data/bindings/bullet/interface/BulletDynamics/Dynamics/btDynamicsWorld.i +37 -0
- data/bindings/bullet/interface/BulletDynamics/Dynamics/btRigidBody.i +20 -0
- data/bindings/bullet/interface/BulletDynamics/Dynamics/btSimpleDynamicsWorld.i +8 -0
- data/bindings/bullet/interface/BulletDynamics/Vehicle/btRaycastVehicle.i +12 -0
- data/bindings/bullet/interface/BulletDynamics/Vehicle/btVehicleRaycaster.i +8 -0
- data/bindings/bullet/interface/BulletDynamics/Vehicle/btWheelInfo.i +8 -0
- data/bindings/bullet/interface/BulletSoftBody/btDefaultSoftBodySolver.i +8 -0
- data/bindings/bullet/interface/BulletSoftBody/btSoftBody.i +8 -0
- data/bindings/bullet/interface/BulletSoftBody/btSoftBodyConcaveCollisionAlgorithm.i +8 -0
- data/bindings/bullet/interface/BulletSoftBody/btSoftBodyData.i +8 -0
- data/bindings/bullet/interface/BulletSoftBody/btSoftBodyHelpers.i +8 -0
- data/bindings/bullet/interface/BulletSoftBody/btSoftBodyInternals.i +8 -0
- data/bindings/bullet/interface/BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.i +8 -0
- data/bindings/bullet/interface/BulletSoftBody/btSoftBodySolverVertexBuffer.i +8 -0
- data/bindings/bullet/interface/BulletSoftBody/btSoftBodySolvers.i +8 -0
- data/bindings/bullet/interface/BulletSoftBody/btSoftRigidCollisionAlgorithm.i +8 -0
- data/bindings/bullet/interface/BulletSoftBody/btSoftRigidDynamicsWorld.i +8 -0
- data/bindings/bullet/interface/BulletSoftBody/btSoftSoftCollisionAlgorithm.i +8 -0
- data/bindings/bullet/interface/BulletSoftBody/btSparseSDF.i +8 -0
- data/bindings/bullet/interface/LinearMath/btAabbUtil2.i +8 -0
- data/bindings/bullet/interface/LinearMath/btAlignedAllocator.i +8 -0
- data/bindings/bullet/interface/LinearMath/btAlignedObjectArray.i +8 -0
- data/bindings/bullet/interface/LinearMath/btConvexHull.i +8 -0
- data/bindings/bullet/interface/LinearMath/btConvexHullComputer.i +8 -0
- data/bindings/bullet/interface/LinearMath/btDefaultMotionState.i +10 -0
- data/bindings/bullet/interface/LinearMath/btGeometryUtil.i +10 -0
- data/bindings/bullet/interface/LinearMath/btGrahamScan2dConvexHull.i +8 -0
- data/bindings/bullet/interface/LinearMath/btHashMap.i +8 -0
- data/bindings/bullet/interface/LinearMath/btIDebugDraw.i +10 -0
- data/bindings/bullet/interface/LinearMath/btList.i +8 -0
- data/bindings/bullet/interface/LinearMath/btMatrix3x3.i +8 -0
- data/bindings/bullet/interface/LinearMath/btMinMax.i +8 -0
- data/bindings/bullet/interface/LinearMath/btMotionState.i +10 -0
- data/bindings/bullet/interface/LinearMath/btPoolAllocator.i +10 -0
- data/bindings/bullet/interface/LinearMath/btQuadWord.i +8 -0
- data/bindings/bullet/interface/LinearMath/btQuaternion.i +60 -0
- data/bindings/bullet/interface/LinearMath/btQuickprof.i +10 -0
- data/bindings/bullet/interface/LinearMath/btRandom.i +8 -0
- data/bindings/bullet/interface/LinearMath/btScalar.i +8 -0
- data/bindings/bullet/interface/LinearMath/btSerializer.i +10 -0
- data/bindings/bullet/interface/LinearMath/btStackAlloc.i +10 -0
- data/bindings/bullet/interface/LinearMath/btTransform.i +8 -0
- data/bindings/bullet/interface/LinearMath/btTransformUtil.i +8 -0
- data/bindings/bullet/interface/LinearMath/btVector3.i +42 -0
- data/bindings/bullet/interface/Makefile +19 -0
- data/bindings/bullet/interface/bullet.i +9 -0
- data/bindings/bullet/interface/bullet_all.i +186 -0
- data/bindings/bullet/interface/bullet_wrap.cpp +194161 -0
- data/bindings/bullet/interface/bullet_wrap.h +106 -0
- data/bindings/bullet/interface/bullet_wrap.o +0 -0
- data/bindings/bullet/src/TickListener.h +22 -0
- data/deps/include/bullet/Bullet-C-Api.h +176 -0
- data/deps/include/bullet/BulletCollision/BroadphaseCollision/btAxisSweep3.cpp +37 -0
- data/deps/include/bullet/BulletCollision/BroadphaseCollision/btAxisSweep3.h +1051 -0
- data/deps/include/bullet/BulletCollision/BroadphaseCollision/btBroadphaseInterface.h +82 -0
- data/deps/include/bullet/BulletCollision/BroadphaseCollision/btBroadphaseProxy.cpp +17 -0
- data/deps/include/bullet/BulletCollision/BroadphaseCollision/btBroadphaseProxy.h +270 -0
- data/deps/include/bullet/BulletCollision/BroadphaseCollision/btCollisionAlgorithm.cpp +23 -0
- data/deps/include/bullet/BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h +80 -0
- data/deps/include/bullet/BulletCollision/BroadphaseCollision/btDbvt.cpp +1295 -0
- data/deps/include/bullet/BulletCollision/BroadphaseCollision/btDbvt.h +1257 -0
- data/deps/include/bullet/BulletCollision/BroadphaseCollision/btDbvtBroadphase.cpp +796 -0
- data/deps/include/bullet/BulletCollision/BroadphaseCollision/btDbvtBroadphase.h +146 -0
- data/deps/include/bullet/BulletCollision/BroadphaseCollision/btDispatcher.cpp +22 -0
- data/deps/include/bullet/BulletCollision/BroadphaseCollision/btDispatcher.h +110 -0
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|
+
|
5
|
+
float mydot3a(float4 a, float4 b)
|
6
|
+
{
|
7
|
+
return a.x*b.x + a.y*b.y + a.z*b.z;
|
8
|
+
}
|
9
|
+
|
10
|
+
|
11
|
+
typedef struct
|
12
|
+
{
|
13
|
+
int firstObject;
|
14
|
+
int endObject;
|
15
|
+
} CollisionObjectIndices;
|
16
|
+
|
17
|
+
typedef struct
|
18
|
+
{
|
19
|
+
float4 shapeTransform[4]; // column major 4x4 matrix
|
20
|
+
float4 linearVelocity;
|
21
|
+
float4 angularVelocity;
|
22
|
+
|
23
|
+
int softBodyIdentifier;
|
24
|
+
int collisionShapeType;
|
25
|
+
|
26
|
+
|
27
|
+
// Shape information
|
28
|
+
// Compressed from the union
|
29
|
+
float radius;
|
30
|
+
float halfHeight;
|
31
|
+
int upAxis;
|
32
|
+
|
33
|
+
float margin;
|
34
|
+
float friction;
|
35
|
+
|
36
|
+
int padding0;
|
37
|
+
|
38
|
+
} CollisionShapeDescription;
|
39
|
+
|
40
|
+
// From btBroadphaseProxy.h
|
41
|
+
__constant int CAPSULE_SHAPE_PROXYTYPE = 10;
|
42
|
+
|
43
|
+
// Multiply column-major matrix against vector
|
44
|
+
float4 matrixVectorMul( float4 matrix[4], float4 vector )
|
45
|
+
{
|
46
|
+
float4 returnVector;
|
47
|
+
float4 row0 = (float4)(matrix[0].x, matrix[1].x, matrix[2].x, matrix[3].x);
|
48
|
+
float4 row1 = (float4)(matrix[0].y, matrix[1].y, matrix[2].y, matrix[3].y);
|
49
|
+
float4 row2 = (float4)(matrix[0].z, matrix[1].z, matrix[2].z, matrix[3].z);
|
50
|
+
float4 row3 = (float4)(matrix[0].w, matrix[1].w, matrix[2].w, matrix[3].w);
|
51
|
+
returnVector.x = dot(row0, vector);
|
52
|
+
returnVector.y = dot(row1, vector);
|
53
|
+
returnVector.z = dot(row2, vector);
|
54
|
+
returnVector.w = dot(row3, vector);
|
55
|
+
return returnVector;
|
56
|
+
}
|
57
|
+
|
58
|
+
__kernel void
|
59
|
+
SolveCollisionsAndUpdateVelocitiesKernel(
|
60
|
+
const int numNodes,
|
61
|
+
const float isolverdt,
|
62
|
+
__global int *g_vertexClothIdentifier,
|
63
|
+
__global float4 *g_vertexPreviousPositions,
|
64
|
+
__global float * g_perClothFriction,
|
65
|
+
__global float * g_clothDampingFactor,
|
66
|
+
__global CollisionObjectIndices * g_perClothCollisionObjectIndices,
|
67
|
+
__global CollisionShapeDescription * g_collisionObjectDetails,
|
68
|
+
__global float4 * g_vertexForces,
|
69
|
+
__global float4 *g_vertexVelocities,
|
70
|
+
__global float4 *g_vertexPositions GUID_ARG)
|
71
|
+
{
|
72
|
+
int nodeID = get_global_id(0);
|
73
|
+
float4 forceOnVertex = (float4)(0.f, 0.f, 0.f, 0.f);
|
74
|
+
|
75
|
+
if( get_global_id(0) < numNodes )
|
76
|
+
{
|
77
|
+
int clothIdentifier = g_vertexClothIdentifier[nodeID];
|
78
|
+
|
79
|
+
// Abort if this is not a valid cloth
|
80
|
+
if( clothIdentifier < 0 )
|
81
|
+
return;
|
82
|
+
|
83
|
+
|
84
|
+
float4 position = (float4)(g_vertexPositions[nodeID].xyz, 1.f);
|
85
|
+
float4 previousPosition = (float4)(g_vertexPreviousPositions[nodeID].xyz, 1.f);
|
86
|
+
|
87
|
+
float clothFriction = g_perClothFriction[clothIdentifier];
|
88
|
+
float dampingFactor = g_clothDampingFactor[clothIdentifier];
|
89
|
+
float velocityCoefficient = (1.f - dampingFactor);
|
90
|
+
float4 difference = position - previousPosition;
|
91
|
+
float4 velocity = difference*velocityCoefficient*isolverdt;
|
92
|
+
|
93
|
+
CollisionObjectIndices collisionObjectIndices = g_perClothCollisionObjectIndices[clothIdentifier];
|
94
|
+
|
95
|
+
int numObjects = collisionObjectIndices.endObject - collisionObjectIndices.firstObject;
|
96
|
+
|
97
|
+
if( numObjects > 0 )
|
98
|
+
{
|
99
|
+
// We have some possible collisions to deal with
|
100
|
+
for( int collision = collisionObjectIndices.firstObject; collision < collisionObjectIndices.endObject; ++collision )
|
101
|
+
{
|
102
|
+
CollisionShapeDescription shapeDescription = g_collisionObjectDetails[collision];
|
103
|
+
float colliderFriction = shapeDescription.friction;
|
104
|
+
|
105
|
+
if( shapeDescription.collisionShapeType == CAPSULE_SHAPE_PROXYTYPE )
|
106
|
+
{
|
107
|
+
// Colliding with a capsule
|
108
|
+
|
109
|
+
float capsuleHalfHeight = shapeDescription.halfHeight;
|
110
|
+
float capsuleRadius = shapeDescription.radius;
|
111
|
+
float capsuleMargin = shapeDescription.margin;
|
112
|
+
int capsuleupAxis = shapeDescription.upAxis;
|
113
|
+
|
114
|
+
// Four columns of worldTransform matrix
|
115
|
+
float4 worldTransform[4];
|
116
|
+
worldTransform[0] = shapeDescription.shapeTransform[0];
|
117
|
+
worldTransform[1] = shapeDescription.shapeTransform[1];
|
118
|
+
worldTransform[2] = shapeDescription.shapeTransform[2];
|
119
|
+
worldTransform[3] = shapeDescription.shapeTransform[3];
|
120
|
+
|
121
|
+
// Correctly define capsule centerline vector
|
122
|
+
float4 c1 = (float4)(0.f, 0.f, 0.f, 1.f);
|
123
|
+
float4 c2 = (float4)(0.f, 0.f, 0.f, 1.f);
|
124
|
+
c1.x = select( 0.f, -capsuleHalfHeight, capsuleupAxis == 0 );
|
125
|
+
c1.y = select( 0.f, -capsuleHalfHeight, capsuleupAxis == 1 );
|
126
|
+
c1.z = select( 0.f, -capsuleHalfHeight, capsuleupAxis == 2 );
|
127
|
+
c2.x = -c1.x;
|
128
|
+
c2.y = -c1.y;
|
129
|
+
c2.z = -c1.z;
|
130
|
+
|
131
|
+
|
132
|
+
float4 worldC1 = matrixVectorMul(worldTransform, c1);
|
133
|
+
float4 worldC2 = matrixVectorMul(worldTransform, c2);
|
134
|
+
float4 segment = (worldC2 - worldC1);
|
135
|
+
|
136
|
+
// compute distance of tangent to vertex along line segment in capsule
|
137
|
+
float distanceAlongSegment = -( mydot3a( (worldC1 - position), segment ) / mydot3a(segment, segment) );
|
138
|
+
|
139
|
+
float4 closestPoint = (worldC1 + (float4)(segment * distanceAlongSegment));
|
140
|
+
float distanceFromLine = length(position - closestPoint);
|
141
|
+
float distanceFromC1 = length(worldC1 - position);
|
142
|
+
float distanceFromC2 = length(worldC2 - position);
|
143
|
+
|
144
|
+
// Final distance from collision, point to push from, direction to push in
|
145
|
+
// for impulse force
|
146
|
+
float dist;
|
147
|
+
float4 normalVector;
|
148
|
+
if( distanceAlongSegment < 0 )
|
149
|
+
{
|
150
|
+
dist = distanceFromC1;
|
151
|
+
normalVector = (float4)(normalize(position - worldC1).xyz, 0.f);
|
152
|
+
} else if( distanceAlongSegment > 1.f ) {
|
153
|
+
dist = distanceFromC2;
|
154
|
+
normalVector = (float4)(normalize(position - worldC2).xyz, 0.f);
|
155
|
+
} else {
|
156
|
+
dist = distanceFromLine;
|
157
|
+
normalVector = (float4)(normalize(position - closestPoint).xyz, 0.f);
|
158
|
+
}
|
159
|
+
|
160
|
+
float4 colliderLinearVelocity = shapeDescription.linearVelocity;
|
161
|
+
float4 colliderAngularVelocity = shapeDescription.angularVelocity;
|
162
|
+
float4 velocityOfSurfacePoint = colliderLinearVelocity + cross(colliderAngularVelocity, position - (float4)(worldTransform[0].w, worldTransform[1].w, worldTransform[2].w, 0.f));
|
163
|
+
|
164
|
+
float minDistance = capsuleRadius + capsuleMargin;
|
165
|
+
|
166
|
+
// In case of no collision, this is the value of velocity
|
167
|
+
velocity = (position - previousPosition) * velocityCoefficient * isolverdt;
|
168
|
+
|
169
|
+
|
170
|
+
// Check for a collision
|
171
|
+
if( dist < minDistance )
|
172
|
+
{
|
173
|
+
// Project back to surface along normal
|
174
|
+
position = position + (float4)((minDistance - dist)*normalVector*0.9f);
|
175
|
+
velocity = (position - previousPosition) * velocityCoefficient * isolverdt;
|
176
|
+
float4 relativeVelocity = velocity - velocityOfSurfacePoint;
|
177
|
+
|
178
|
+
float4 p1 = normalize(cross(normalVector, segment));
|
179
|
+
float4 p2 = normalize(cross(p1, normalVector));
|
180
|
+
// Full friction is sum of velocities in each direction of plane
|
181
|
+
float4 frictionVector = p1*mydot3a(relativeVelocity, p1) + p2*mydot3a(relativeVelocity, p2);
|
182
|
+
|
183
|
+
// Real friction is peak friction corrected by friction coefficients
|
184
|
+
frictionVector = frictionVector * (colliderFriction*clothFriction);
|
185
|
+
|
186
|
+
float approachSpeed = dot(relativeVelocity, normalVector);
|
187
|
+
|
188
|
+
if( approachSpeed <= 0.0f )
|
189
|
+
forceOnVertex -= frictionVector;
|
190
|
+
}
|
191
|
+
}
|
192
|
+
}
|
193
|
+
}
|
194
|
+
|
195
|
+
g_vertexVelocities[nodeID] = (float4)(velocity.xyz, 0.f);
|
196
|
+
|
197
|
+
// Update external force
|
198
|
+
g_vertexForces[nodeID] = (float4)(forceOnVertex.xyz, 0.f);
|
199
|
+
|
200
|
+
g_vertexPositions[nodeID] = (float4)(position.xyz, 0.f);
|
201
|
+
}
|
202
|
+
}
|
203
|
+
|
204
|
+
);
|
@@ -0,0 +1,242 @@
|
|
1
|
+
MSTRINGIFY(
|
2
|
+
|
3
|
+
//#pragma OPENCL EXTENSION cl_amd_printf:enable\n
|
4
|
+
|
5
|
+
float mydot3a(float4 a, float4 b)
|
6
|
+
{
|
7
|
+
return a.x*b.x + a.y*b.y + a.z*b.z;
|
8
|
+
}
|
9
|
+
|
10
|
+
float mylength3(float4 a)
|
11
|
+
{
|
12
|
+
a.w = 0;
|
13
|
+
return length(a);
|
14
|
+
}
|
15
|
+
|
16
|
+
float4 mynormalize3(float4 a)
|
17
|
+
{
|
18
|
+
a.w = 0;
|
19
|
+
return normalize(a);
|
20
|
+
}
|
21
|
+
|
22
|
+
typedef struct
|
23
|
+
{
|
24
|
+
int firstObject;
|
25
|
+
int endObject;
|
26
|
+
} CollisionObjectIndices;
|
27
|
+
|
28
|
+
typedef struct
|
29
|
+
{
|
30
|
+
float4 shapeTransform[4]; // column major 4x4 matrix
|
31
|
+
float4 linearVelocity;
|
32
|
+
float4 angularVelocity;
|
33
|
+
|
34
|
+
int softBodyIdentifier;
|
35
|
+
int collisionShapeType;
|
36
|
+
|
37
|
+
|
38
|
+
// Shape information
|
39
|
+
// Compressed from the union
|
40
|
+
float radius;
|
41
|
+
float halfHeight;
|
42
|
+
int upAxis;
|
43
|
+
|
44
|
+
float margin;
|
45
|
+
float friction;
|
46
|
+
|
47
|
+
int padding0;
|
48
|
+
|
49
|
+
} CollisionShapeDescription;
|
50
|
+
|
51
|
+
// From btBroadphaseProxy.h
|
52
|
+
__constant int CAPSULE_SHAPE_PROXYTYPE = 10;
|
53
|
+
|
54
|
+
// Multiply column-major matrix against vector
|
55
|
+
float4 matrixVectorMul( float4 matrix[4], float4 vector )
|
56
|
+
{
|
57
|
+
float4 returnVector;
|
58
|
+
float4 row0 = (float4)(matrix[0].x, matrix[1].x, matrix[2].x, matrix[3].x);
|
59
|
+
float4 row1 = (float4)(matrix[0].y, matrix[1].y, matrix[2].y, matrix[3].y);
|
60
|
+
float4 row2 = (float4)(matrix[0].z, matrix[1].z, matrix[2].z, matrix[3].z);
|
61
|
+
float4 row3 = (float4)(matrix[0].w, matrix[1].w, matrix[2].w, matrix[3].w);
|
62
|
+
returnVector.x = dot(row0, vector);
|
63
|
+
returnVector.y = dot(row1, vector);
|
64
|
+
returnVector.z = dot(row2, vector);
|
65
|
+
returnVector.w = dot(row3, vector);
|
66
|
+
return returnVector;
|
67
|
+
}
|
68
|
+
|
69
|
+
__kernel void
|
70
|
+
SolveCollisionsAndUpdateVelocitiesKernel(
|
71
|
+
const int numNodes,
|
72
|
+
const float isolverdt,
|
73
|
+
__global int *g_vertexClothIdentifier,
|
74
|
+
__global float4 *g_vertexPreviousPositions,
|
75
|
+
__global float * g_perClothFriction,
|
76
|
+
__global float * g_clothDampingFactor,
|
77
|
+
__global CollisionObjectIndices * g_perClothCollisionObjectIndices,
|
78
|
+
__global CollisionShapeDescription * g_collisionObjectDetails,
|
79
|
+
__global float4 * g_vertexForces,
|
80
|
+
__global float4 *g_vertexVelocities,
|
81
|
+
__global float4 *g_vertexPositions,
|
82
|
+
__local CollisionShapeDescription *localCollisionShapes,
|
83
|
+
__global float * g_vertexInverseMasses)
|
84
|
+
{
|
85
|
+
int nodeID = get_global_id(0);
|
86
|
+
float4 forceOnVertex = (float4)(0.f, 0.f, 0.f, 0.f);
|
87
|
+
|
88
|
+
int clothIdentifier = g_vertexClothIdentifier[nodeID];
|
89
|
+
|
90
|
+
// Abort if this is not a valid cloth
|
91
|
+
if( clothIdentifier < 0 )
|
92
|
+
return;
|
93
|
+
|
94
|
+
|
95
|
+
float4 position = (float4)(g_vertexPositions[nodeID].xyz, 0.f);
|
96
|
+
float4 previousPosition = (float4)(g_vertexPreviousPositions[nodeID].xyz, 0.f);
|
97
|
+
|
98
|
+
float clothFriction = g_perClothFriction[clothIdentifier];
|
99
|
+
float dampingFactor = g_clothDampingFactor[clothIdentifier];
|
100
|
+
float velocityCoefficient = (1.f - dampingFactor);
|
101
|
+
float4 difference = position - previousPosition;
|
102
|
+
float4 velocity = difference*velocityCoefficient*isolverdt;
|
103
|
+
float inverseMass = g_vertexInverseMasses[nodeID];
|
104
|
+
|
105
|
+
CollisionObjectIndices collisionObjectIndices = g_perClothCollisionObjectIndices[clothIdentifier];
|
106
|
+
|
107
|
+
int numObjects = collisionObjectIndices.endObject - collisionObjectIndices.firstObject;
|
108
|
+
|
109
|
+
if( numObjects > 0 )
|
110
|
+
{
|
111
|
+
// We have some possible collisions to deal with
|
112
|
+
|
113
|
+
// First load all of the collision objects into LDS
|
114
|
+
int numObjects = collisionObjectIndices.endObject - collisionObjectIndices.firstObject;
|
115
|
+
if( get_local_id(0) < numObjects )
|
116
|
+
{
|
117
|
+
localCollisionShapes[get_local_id(0)] = g_collisionObjectDetails[ collisionObjectIndices.firstObject + get_local_id(0) ];
|
118
|
+
}
|
119
|
+
}
|
120
|
+
|
121
|
+
// Safe as the vertices are padded so that not more than one soft body is in a group
|
122
|
+
barrier(CLK_LOCAL_MEM_FENCE);
|
123
|
+
|
124
|
+
// Annoyingly, even though I know the flow control is not varying, the compiler will not let me skip this
|
125
|
+
if( numObjects > 0 )
|
126
|
+
{
|
127
|
+
|
128
|
+
|
129
|
+
// We have some possible collisions to deal with
|
130
|
+
for( int collision = 0; collision < numObjects; ++collision )
|
131
|
+
{
|
132
|
+
CollisionShapeDescription shapeDescription = localCollisionShapes[collision];
|
133
|
+
float colliderFriction = localCollisionShapes[collision].friction;
|
134
|
+
|
135
|
+
if( localCollisionShapes[collision].collisionShapeType == CAPSULE_SHAPE_PROXYTYPE )
|
136
|
+
{
|
137
|
+
// Colliding with a capsule
|
138
|
+
|
139
|
+
float capsuleHalfHeight = localCollisionShapes[collision].halfHeight;
|
140
|
+
float capsuleRadius = localCollisionShapes[collision].radius;
|
141
|
+
float capsuleMargin = localCollisionShapes[collision].margin;
|
142
|
+
int capsuleupAxis = localCollisionShapes[collision].upAxis;
|
143
|
+
|
144
|
+
if ( capsuleHalfHeight <= 0 )
|
145
|
+
capsuleHalfHeight = 0.0001f;
|
146
|
+
float4 worldTransform[4];
|
147
|
+
worldTransform[0] = localCollisionShapes[collision].shapeTransform[0];
|
148
|
+
worldTransform[1] = localCollisionShapes[collision].shapeTransform[1];
|
149
|
+
worldTransform[2] = localCollisionShapes[collision].shapeTransform[2];
|
150
|
+
worldTransform[3] = localCollisionShapes[collision].shapeTransform[3];
|
151
|
+
|
152
|
+
// Correctly define capsule centerline vector
|
153
|
+
float4 c1 = (float4)(0.f, 0.f, 0.f, 1.f);
|
154
|
+
float4 c2 = (float4)(0.f, 0.f, 0.f, 1.f);
|
155
|
+
c1.x = select( 0.f, -capsuleHalfHeight, capsuleupAxis == 0 );
|
156
|
+
c1.y = select( 0.f, -capsuleHalfHeight, capsuleupAxis == 1 );
|
157
|
+
c1.z = select( 0.f, -capsuleHalfHeight, capsuleupAxis == 2 );
|
158
|
+
c2.x = -c1.x;
|
159
|
+
c2.y = -c1.y;
|
160
|
+
c2.z = -c1.z;
|
161
|
+
|
162
|
+
float4 worldC1 = matrixVectorMul(worldTransform, c1);
|
163
|
+
float4 worldC2 = matrixVectorMul(worldTransform, c2);
|
164
|
+
float4 segment = (float4)((worldC2 - worldC1).xyz, 0.f);
|
165
|
+
|
166
|
+
float4 segmentNormalized = mynormalize3(segment);
|
167
|
+
float distanceAlongSegment =mydot3a( (position - worldC1), segmentNormalized );
|
168
|
+
|
169
|
+
float4 closestPointOnSegment = (worldC1 + (float4)(segmentNormalized * distanceAlongSegment));
|
170
|
+
float distanceFromLine = mylength3(position - closestPointOnSegment);
|
171
|
+
float distanceFromC1 = mylength3(worldC1 - position);
|
172
|
+
float distanceFromC2 = mylength3(worldC2 - position);
|
173
|
+
|
174
|
+
// Final distance from collision, point to push from, direction to push in
|
175
|
+
// for impulse force
|
176
|
+
float dist;
|
177
|
+
float4 normalVector;
|
178
|
+
|
179
|
+
if( distanceAlongSegment < 0 )
|
180
|
+
{
|
181
|
+
dist = distanceFromC1;
|
182
|
+
normalVector = (float4)(normalize(position - worldC1).xyz, 0.f);
|
183
|
+
} else if( distanceAlongSegment > length(segment) ) {
|
184
|
+
dist = distanceFromC2;
|
185
|
+
normalVector = (float4)(normalize(position - worldC2).xyz, 0.f);
|
186
|
+
} else {
|
187
|
+
dist = distanceFromLine;
|
188
|
+
normalVector = (float4)(normalize(position - closestPointOnSegment).xyz, 0.f);
|
189
|
+
}
|
190
|
+
|
191
|
+
float minDistance = capsuleRadius + capsuleMargin;
|
192
|
+
float4 closestPointOnSurface = (float4)((position + (minDistance - dist) * normalVector).xyz, 0.f);
|
193
|
+
|
194
|
+
float4 colliderLinearVelocity = shapeDescription.linearVelocity;
|
195
|
+
float4 colliderAngularVelocity = shapeDescription.angularVelocity;
|
196
|
+
float4 velocityOfSurfacePoint = colliderLinearVelocity + cross(colliderAngularVelocity, closestPointOnSurface - (float4)(worldTransform[0].w, worldTransform[1].w, worldTransform[2].w, 0.f));
|
197
|
+
|
198
|
+
|
199
|
+
// Check for a collision
|
200
|
+
if( dist < minDistance )
|
201
|
+
{
|
202
|
+
// Project back to surface along normal
|
203
|
+
position = closestPointOnSurface;
|
204
|
+
velocity = (position - previousPosition) * velocityCoefficient * isolverdt;
|
205
|
+
float4 relativeVelocity = velocity - velocityOfSurfacePoint;
|
206
|
+
|
207
|
+
float4 p1 = mynormalize3(cross(normalVector, segment));
|
208
|
+
float4 p2 = mynormalize3(cross(p1, normalVector));
|
209
|
+
|
210
|
+
float4 tangentialVel = p1*mydot3a(relativeVelocity, p1) + p2*mydot3a(relativeVelocity, p2);
|
211
|
+
float frictionCoef = (colliderFriction * clothFriction);
|
212
|
+
if (frictionCoef>1.f)
|
213
|
+
frictionCoef = 1.f;
|
214
|
+
|
215
|
+
//only apply friction if objects are not moving apart
|
216
|
+
float projVel = mydot3a(relativeVelocity,normalVector);
|
217
|
+
if ( projVel >= -0.001f)
|
218
|
+
{
|
219
|
+
if ( inverseMass > 0 )
|
220
|
+
{
|
221
|
+
//float4 myforceOnVertex = -tangentialVel * frictionCoef * isolverdt * (1.0f / inverseMass);
|
222
|
+
position += (-tangentialVel * frictionCoef) / (isolverdt);
|
223
|
+
}
|
224
|
+
}
|
225
|
+
|
226
|
+
// In case of no collision, this is the value of velocity
|
227
|
+
velocity = (position - previousPosition) * velocityCoefficient * isolverdt;
|
228
|
+
|
229
|
+
}
|
230
|
+
}
|
231
|
+
}
|
232
|
+
}
|
233
|
+
|
234
|
+
g_vertexVelocities[nodeID] = (float4)(velocity.xyz, 0.f);
|
235
|
+
|
236
|
+
// Update external force
|
237
|
+
g_vertexForces[nodeID] = (float4)(forceOnVertex.xyz, 0.f);
|
238
|
+
|
239
|
+
g_vertexPositions[nodeID] = (float4)(position.xyz, 0.f);
|
240
|
+
}
|
241
|
+
|
242
|
+
);
|
data/deps/include/bullet/BulletMultiThreaded/GpuSoftBodySolvers/OpenCL/OpenCLC10/SolvePositions.cl
ADDED
@@ -0,0 +1,57 @@
|
|
1
|
+
|
2
|
+
|
3
|
+
|
4
|
+
MSTRINGIFY(
|
5
|
+
|
6
|
+
|
7
|
+
float mydot3(float4 a, float4 b)
|
8
|
+
{
|
9
|
+
return a.x*b.x + a.y*b.y + a.z*b.z;
|
10
|
+
}
|
11
|
+
|
12
|
+
|
13
|
+
__kernel void
|
14
|
+
SolvePositionsFromLinksKernel(
|
15
|
+
const int startLink,
|
16
|
+
const int numLinks,
|
17
|
+
const float kst,
|
18
|
+
const float ti,
|
19
|
+
__global int2 * g_linksVertexIndices,
|
20
|
+
__global float * g_linksMassLSC,
|
21
|
+
__global float * g_linksRestLengthSquared,
|
22
|
+
__global float * g_verticesInverseMass,
|
23
|
+
__global float4 * g_vertexPositions GUID_ARG)
|
24
|
+
|
25
|
+
{
|
26
|
+
int linkID = get_global_id(0) + startLink;
|
27
|
+
if( get_global_id(0) < numLinks )
|
28
|
+
{
|
29
|
+
float massLSC = g_linksMassLSC[linkID];
|
30
|
+
float restLengthSquared = g_linksRestLengthSquared[linkID];
|
31
|
+
|
32
|
+
if( massLSC > 0.0f )
|
33
|
+
{
|
34
|
+
int2 nodeIndices = g_linksVertexIndices[linkID];
|
35
|
+
int node0 = nodeIndices.x;
|
36
|
+
int node1 = nodeIndices.y;
|
37
|
+
|
38
|
+
float4 position0 = g_vertexPositions[node0];
|
39
|
+
float4 position1 = g_vertexPositions[node1];
|
40
|
+
|
41
|
+
float inverseMass0 = g_verticesInverseMass[node0];
|
42
|
+
float inverseMass1 = g_verticesInverseMass[node1];
|
43
|
+
|
44
|
+
float4 del = position1 - position0;
|
45
|
+
float len = mydot3(del, del);
|
46
|
+
float k = ((restLengthSquared - len)/(massLSC*(restLengthSquared+len)))*kst;
|
47
|
+
position0 = position0 - del*(k*inverseMass0);
|
48
|
+
position1 = position1 + del*(k*inverseMass1);
|
49
|
+
|
50
|
+
g_vertexPositions[node0] = position0;
|
51
|
+
g_vertexPositions[node1] = position1;
|
52
|
+
|
53
|
+
}
|
54
|
+
}
|
55
|
+
}
|
56
|
+
|
57
|
+
);
|
@@ -0,0 +1,130 @@
|
|
1
|
+
/*
|
2
|
+
Bullet Continuous Collision Detection and Physics Library
|
3
|
+
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
|
4
|
+
|
5
|
+
This software is provided 'as-is', without any express or implied warranty.
|
6
|
+
In no event will the authors be held liable for any damages arising from the use of this software.
|
7
|
+
Permission is granted to anyone to use this software for any purpose,
|
8
|
+
including commercial applications, and to alter it and redistribute it freely,
|
9
|
+
subject to the following restrictions:
|
10
|
+
|
11
|
+
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
|
12
|
+
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
|
13
|
+
3. This notice may not be removed or altered from any source distribution.
|
14
|
+
*/
|
15
|
+
|
16
|
+
MSTRINGIFY(
|
17
|
+
|
18
|
+
float mydot3(float4 a, float4 b)
|
19
|
+
{
|
20
|
+
return a.x*b.x + a.y*b.y + a.z*b.z;
|
21
|
+
}
|
22
|
+
|
23
|
+
__kernel __attribute__((reqd_work_group_size(WAVEFRONT_BLOCK_MULTIPLIER*WAVEFRONT_SIZE, 1, 1)))
|
24
|
+
void
|
25
|
+
SolvePositionsFromLinksKernel(
|
26
|
+
const int startWaveInBatch,
|
27
|
+
const int numWaves,
|
28
|
+
const float kst,
|
29
|
+
const float ti,
|
30
|
+
__global int2 *g_wavefrontBatchCountsVertexCounts,
|
31
|
+
__global int *g_vertexAddressesPerWavefront,
|
32
|
+
__global int2 * g_linksVertexIndices,
|
33
|
+
__global float * g_linksMassLSC,
|
34
|
+
__global float * g_linksRestLengthSquared,
|
35
|
+
__global float * g_verticesInverseMass,
|
36
|
+
__global float4 * g_vertexPositions,
|
37
|
+
__local int2 *wavefrontBatchCountsVertexCounts,
|
38
|
+
__local float4 *vertexPositionSharedData,
|
39
|
+
__local float *vertexInverseMassSharedData)
|
40
|
+
{
|
41
|
+
const int laneInWavefront = (get_global_id(0) & (WAVEFRONT_SIZE-1));
|
42
|
+
const int wavefront = startWaveInBatch + (get_global_id(0) / WAVEFRONT_SIZE);
|
43
|
+
const int firstWavefrontInBlock = startWaveInBatch + get_group_id(0) * WAVEFRONT_BLOCK_MULTIPLIER;
|
44
|
+
const int localWavefront = wavefront - firstWavefrontInBlock;
|
45
|
+
|
46
|
+
// Mask out in case there's a stray "wavefront" at the end that's been forced in through the multiplier
|
47
|
+
if( wavefront < (startWaveInBatch + numWaves) )
|
48
|
+
{
|
49
|
+
// Load the batch counts for the wavefronts
|
50
|
+
|
51
|
+
int2 batchesAndVerticesWithinWavefront = g_wavefrontBatchCountsVertexCounts[wavefront];
|
52
|
+
int batchesWithinWavefront = batchesAndVerticesWithinWavefront.x;
|
53
|
+
int verticesUsedByWave = batchesAndVerticesWithinWavefront.y;
|
54
|
+
|
55
|
+
// Load the vertices for the wavefronts
|
56
|
+
for( int vertex = laneInWavefront; vertex < verticesUsedByWave; vertex+=WAVEFRONT_SIZE )
|
57
|
+
{
|
58
|
+
int vertexAddress = g_vertexAddressesPerWavefront[wavefront*MAX_NUM_VERTICES_PER_WAVE + vertex];
|
59
|
+
|
60
|
+
vertexPositionSharedData[localWavefront*MAX_NUM_VERTICES_PER_WAVE + vertex] = g_vertexPositions[vertexAddress];
|
61
|
+
vertexInverseMassSharedData[localWavefront*MAX_NUM_VERTICES_PER_WAVE + vertex] = g_verticesInverseMass[vertexAddress];
|
62
|
+
}
|
63
|
+
|
64
|
+
barrier(CLK_LOCAL_MEM_FENCE);
|
65
|
+
|
66
|
+
// Loop through the batches performing the solve on each in LDS
|
67
|
+
int baseDataLocationForWave = WAVEFRONT_SIZE * wavefront * MAX_BATCHES_PER_WAVE;
|
68
|
+
|
69
|
+
//for( int batch = 0; batch < batchesWithinWavefront; ++batch )
|
70
|
+
|
71
|
+
int batch = 0;
|
72
|
+
do
|
73
|
+
{
|
74
|
+
int baseDataLocation = baseDataLocationForWave + WAVEFRONT_SIZE * batch;
|
75
|
+
int locationOfValue = baseDataLocation + laneInWavefront;
|
76
|
+
|
77
|
+
|
78
|
+
// These loads should all be perfectly linear across the WF
|
79
|
+
int2 localVertexIndices = g_linksVertexIndices[locationOfValue];
|
80
|
+
float massLSC = g_linksMassLSC[locationOfValue];
|
81
|
+
float restLengthSquared = g_linksRestLengthSquared[locationOfValue];
|
82
|
+
|
83
|
+
// LDS vertex addresses based on logical wavefront number in block and loaded index
|
84
|
+
int vertexAddress0 = MAX_NUM_VERTICES_PER_WAVE * localWavefront + localVertexIndices.x;
|
85
|
+
int vertexAddress1 = MAX_NUM_VERTICES_PER_WAVE * localWavefront + localVertexIndices.y;
|
86
|
+
|
87
|
+
float4 position0 = vertexPositionSharedData[vertexAddress0];
|
88
|
+
float4 position1 = vertexPositionSharedData[vertexAddress1];
|
89
|
+
|
90
|
+
float inverseMass0 = vertexInverseMassSharedData[vertexAddress0];
|
91
|
+
float inverseMass1 = vertexInverseMassSharedData[vertexAddress1];
|
92
|
+
|
93
|
+
float4 del = position1 - position0;
|
94
|
+
float len = mydot3(del, del);
|
95
|
+
|
96
|
+
float k = 0;
|
97
|
+
if( massLSC > 0.0f )
|
98
|
+
{
|
99
|
+
k = ((restLengthSquared - len)/(massLSC*(restLengthSquared+len)))*kst;
|
100
|
+
}
|
101
|
+
|
102
|
+
position0 = position0 - del*(k*inverseMass0);
|
103
|
+
position1 = position1 + del*(k*inverseMass1);
|
104
|
+
|
105
|
+
// Ensure compiler does not re-order memory operations
|
106
|
+
barrier(CLK_LOCAL_MEM_FENCE);
|
107
|
+
|
108
|
+
vertexPositionSharedData[vertexAddress0] = position0;
|
109
|
+
vertexPositionSharedData[vertexAddress1] = position1;
|
110
|
+
|
111
|
+
// Ensure compiler does not re-order memory operations
|
112
|
+
barrier(CLK_LOCAL_MEM_FENCE);
|
113
|
+
|
114
|
+
|
115
|
+
++batch;
|
116
|
+
} while( batch < batchesWithinWavefront );
|
117
|
+
|
118
|
+
// Update the global memory vertices for the wavefronts
|
119
|
+
for( int vertex = laneInWavefront; vertex < verticesUsedByWave; vertex+=WAVEFRONT_SIZE )
|
120
|
+
{
|
121
|
+
int vertexAddress = g_vertexAddressesPerWavefront[wavefront*MAX_NUM_VERTICES_PER_WAVE + vertex];
|
122
|
+
|
123
|
+
g_vertexPositions[vertexAddress] = (float4)(vertexPositionSharedData[localWavefront*MAX_NUM_VERTICES_PER_WAVE + vertex].xyz, 0.f);
|
124
|
+
}
|
125
|
+
|
126
|
+
}
|
127
|
+
|
128
|
+
}
|
129
|
+
|
130
|
+
);
|
data/deps/include/bullet/BulletMultiThreaded/GpuSoftBodySolvers/OpenCL/OpenCLC10/UpdateConstants.cl
ADDED
@@ -0,0 +1,44 @@
|
|
1
|
+
MSTRINGIFY(
|
2
|
+
|
3
|
+
/*#define float3 float4
|
4
|
+
|
5
|
+
float dot3(float3 a, float3 b)
|
6
|
+
{
|
7
|
+
return a.x*b.x + a.y*b.y + a.z*b.z;
|
8
|
+
}*/
|
9
|
+
|
10
|
+
__kernel void
|
11
|
+
UpdateConstantsKernel(
|
12
|
+
const int numLinks,
|
13
|
+
__global int2 * g_linksVertexIndices,
|
14
|
+
__global float4 * g_vertexPositions,
|
15
|
+
__global float * g_vertexInverseMasses,
|
16
|
+
__global float * g_linksMaterialLSC,
|
17
|
+
__global float * g_linksMassLSC,
|
18
|
+
__global float * g_linksRestLengthSquared,
|
19
|
+
__global float * g_linksRestLengths)
|
20
|
+
{
|
21
|
+
int linkID = get_global_id(0);
|
22
|
+
if( linkID < numLinks )
|
23
|
+
{
|
24
|
+
int2 nodeIndices = g_linksVertexIndices[linkID];
|
25
|
+
int node0 = nodeIndices.x;
|
26
|
+
int node1 = nodeIndices.y;
|
27
|
+
float linearStiffnessCoefficient = g_linksMaterialLSC[ linkID ];
|
28
|
+
|
29
|
+
float3 position0 = g_vertexPositions[node0].xyz;
|
30
|
+
float3 position1 = g_vertexPositions[node1].xyz;
|
31
|
+
float inverseMass0 = g_vertexInverseMasses[node0];
|
32
|
+
float inverseMass1 = g_vertexInverseMasses[node1];
|
33
|
+
|
34
|
+
float3 difference = position0 - position1;
|
35
|
+
float length2 = dot(difference, difference);
|
36
|
+
float length = sqrt(length2);
|
37
|
+
|
38
|
+
g_linksRestLengths[linkID] = length;
|
39
|
+
g_linksMassLSC[linkID] = (inverseMass0 + inverseMass1)/linearStiffnessCoefficient;
|
40
|
+
g_linksRestLengthSquared[linkID] = length*length;
|
41
|
+
}
|
42
|
+
}
|
43
|
+
|
44
|
+
);
|
@@ -0,0 +1,25 @@
|
|
1
|
+
MSTRINGIFY(
|
2
|
+
|
3
|
+
__kernel void
|
4
|
+
UpdateFixedVertexPositions(
|
5
|
+
const uint numNodes,
|
6
|
+
__global int * g_anchorIndex,
|
7
|
+
__global float4 * g_vertexPositions,
|
8
|
+
__global float4 * g_anchorPositions GUID_ARG)
|
9
|
+
{
|
10
|
+
unsigned int nodeID = get_global_id(0);
|
11
|
+
|
12
|
+
if( nodeID < numNodes )
|
13
|
+
{
|
14
|
+
int anchorIndex = g_anchorIndex[nodeID];
|
15
|
+
float4 position = g_vertexPositions[nodeID];
|
16
|
+
|
17
|
+
if ( anchorIndex >= 0 )
|
18
|
+
{
|
19
|
+
float4 anchorPosition = g_anchorPositions[anchorIndex];
|
20
|
+
g_vertexPositions[nodeID] = anchorPosition;
|
21
|
+
}
|
22
|
+
}
|
23
|
+
}
|
24
|
+
|
25
|
+
);
|