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- #include "b3GpuJacobiContactSolver.h"
- #include "Bullet3Collision/NarrowPhaseCollision/b3Contact4.h"
- #include "Bullet3Common/b3AlignedObjectArray.h"
- #include "Bullet3OpenCL/ParallelPrimitives/b3FillCL.h" //b3Int2
- class b3Vector3;
- #include "Bullet3OpenCL/ParallelPrimitives/b3RadixSort32CL.h"
- #include "Bullet3OpenCL/ParallelPrimitives/b3PrefixScanCL.h"
- #include "Bullet3OpenCL/ParallelPrimitives/b3LauncherCL.h"
- #include "Bullet3OpenCL/Initialize/b3OpenCLUtils.h"
- #include "Bullet3OpenCL/RigidBody/kernels/solverUtils.h"
- #include "Bullet3Common/b3Logging.h"
- #include "b3GpuConstraint4.h"
- #include "Bullet3Common/shared/b3Int2.h"
- #include "Bullet3Common/shared/b3Int4.h"
- #define SOLVER_UTILS_KERNEL_PATH "src/Bullet3OpenCL/RigidBody/kernels/solverUtils.cl"
- struct b3GpuJacobiSolverInternalData
- {
- //btRadixSort32CL* m_sort32;
- //btBoundSearchCL* m_search;
- b3PrefixScanCL* m_scan;
- b3OpenCLArray<unsigned int>* m_bodyCount;
- b3OpenCLArray<b3Int2>* m_contactConstraintOffsets;
- b3OpenCLArray<unsigned int>* m_offsetSplitBodies;
- b3OpenCLArray<b3Vector3>* m_deltaLinearVelocities;
- b3OpenCLArray<b3Vector3>* m_deltaAngularVelocities;
- b3AlignedObjectArray<b3Vector3> m_deltaLinearVelocitiesCPU;
- b3AlignedObjectArray<b3Vector3> m_deltaAngularVelocitiesCPU;
- b3OpenCLArray<b3GpuConstraint4>* m_contactConstraints;
- b3FillCL* m_filler;
- cl_kernel m_countBodiesKernel;
- cl_kernel m_contactToConstraintSplitKernel;
- cl_kernel m_clearVelocitiesKernel;
- cl_kernel m_averageVelocitiesKernel;
- cl_kernel m_updateBodyVelocitiesKernel;
- cl_kernel m_solveContactKernel;
- cl_kernel m_solveFrictionKernel;
- };
- b3GpuJacobiContactSolver::b3GpuJacobiContactSolver(cl_context ctx, cl_device_id device, cl_command_queue queue, int pairCapacity)
- : m_context(ctx),
- m_device(device),
- m_queue(queue)
- {
- m_data = new b3GpuJacobiSolverInternalData;
- m_data->m_scan = new b3PrefixScanCL(m_context, m_device, m_queue);
- m_data->m_bodyCount = new b3OpenCLArray<unsigned int>(m_context, m_queue);
- m_data->m_filler = new b3FillCL(m_context, m_device, m_queue);
- m_data->m_contactConstraintOffsets = new b3OpenCLArray<b3Int2>(m_context, m_queue);
- m_data->m_offsetSplitBodies = new b3OpenCLArray<unsigned int>(m_context, m_queue);
- m_data->m_contactConstraints = new b3OpenCLArray<b3GpuConstraint4>(m_context, m_queue);
- m_data->m_deltaLinearVelocities = new b3OpenCLArray<b3Vector3>(m_context, m_queue);
- m_data->m_deltaAngularVelocities = new b3OpenCLArray<b3Vector3>(m_context, m_queue);
- cl_int pErrNum;
- const char* additionalMacros = "";
- const char* solverUtilsSource = solverUtilsCL;
- {
- cl_program solverUtilsProg = b3OpenCLUtils::compileCLProgramFromString(ctx, device, solverUtilsSource, &pErrNum, additionalMacros, SOLVER_UTILS_KERNEL_PATH);
- b3Assert(solverUtilsProg);
- m_data->m_countBodiesKernel = b3OpenCLUtils::compileCLKernelFromString(ctx, device, solverUtilsSource, "CountBodiesKernel", &pErrNum, solverUtilsProg, additionalMacros);
- b3Assert(m_data->m_countBodiesKernel);
- m_data->m_contactToConstraintSplitKernel = b3OpenCLUtils::compileCLKernelFromString(ctx, device, solverUtilsSource, "ContactToConstraintSplitKernel", &pErrNum, solverUtilsProg, additionalMacros);
- b3Assert(m_data->m_contactToConstraintSplitKernel);
- m_data->m_clearVelocitiesKernel = b3OpenCLUtils::compileCLKernelFromString(ctx, device, solverUtilsSource, "ClearVelocitiesKernel", &pErrNum, solverUtilsProg, additionalMacros);
- b3Assert(m_data->m_clearVelocitiesKernel);
- m_data->m_averageVelocitiesKernel = b3OpenCLUtils::compileCLKernelFromString(ctx, device, solverUtilsSource, "AverageVelocitiesKernel", &pErrNum, solverUtilsProg, additionalMacros);
- b3Assert(m_data->m_averageVelocitiesKernel);
- m_data->m_updateBodyVelocitiesKernel = b3OpenCLUtils::compileCLKernelFromString(ctx, device, solverUtilsSource, "UpdateBodyVelocitiesKernel", &pErrNum, solverUtilsProg, additionalMacros);
- b3Assert(m_data->m_updateBodyVelocitiesKernel);
- m_data->m_solveContactKernel = b3OpenCLUtils::compileCLKernelFromString(ctx, device, solverUtilsSource, "SolveContactJacobiKernel", &pErrNum, solverUtilsProg, additionalMacros);
- b3Assert(m_data->m_solveContactKernel);
- m_data->m_solveFrictionKernel = b3OpenCLUtils::compileCLKernelFromString(ctx, device, solverUtilsSource, "SolveFrictionJacobiKernel", &pErrNum, solverUtilsProg, additionalMacros);
- b3Assert(m_data->m_solveFrictionKernel);
- }
- }
- b3GpuJacobiContactSolver::~b3GpuJacobiContactSolver()
- {
- clReleaseKernel(m_data->m_solveContactKernel);
- clReleaseKernel(m_data->m_solveFrictionKernel);
- clReleaseKernel(m_data->m_countBodiesKernel);
- clReleaseKernel(m_data->m_contactToConstraintSplitKernel);
- clReleaseKernel(m_data->m_averageVelocitiesKernel);
- clReleaseKernel(m_data->m_updateBodyVelocitiesKernel);
- clReleaseKernel(m_data->m_clearVelocitiesKernel);
- delete m_data->m_deltaLinearVelocities;
- delete m_data->m_deltaAngularVelocities;
- delete m_data->m_contactConstraints;
- delete m_data->m_offsetSplitBodies;
- delete m_data->m_contactConstraintOffsets;
- delete m_data->m_bodyCount;
- delete m_data->m_filler;
- delete m_data->m_scan;
- delete m_data;
- }
- b3Vector3 make_float4(float v)
- {
- return b3MakeVector3(v, v, v);
- }
- b3Vector4 make_float4(float x, float y, float z, float w)
- {
- return b3MakeVector4(x, y, z, w);
- }
- static inline float calcRelVel(const b3Vector3& l0, const b3Vector3& l1, const b3Vector3& a0, const b3Vector3& a1,
- const b3Vector3& linVel0, const b3Vector3& angVel0, const b3Vector3& linVel1, const b3Vector3& angVel1)
- {
- return b3Dot(l0, linVel0) + b3Dot(a0, angVel0) + b3Dot(l1, linVel1) + b3Dot(a1, angVel1);
- }
- static inline void setLinearAndAngular(const b3Vector3& n, const b3Vector3& r0, const b3Vector3& r1,
- b3Vector3& linear, b3Vector3& angular0, b3Vector3& angular1)
- {
- linear = n;
- angular0 = b3Cross(r0, n);
- angular1 = -b3Cross(r1, n);
- }
- static __inline void solveContact(b3GpuConstraint4& cs,
- const b3Vector3& posA, const b3Vector3& linVelARO, const b3Vector3& angVelARO, float invMassA, const b3Matrix3x3& invInertiaA,
- const b3Vector3& posB, const b3Vector3& linVelBRO, const b3Vector3& angVelBRO, float invMassB, const b3Matrix3x3& invInertiaB,
- float maxRambdaDt[4], float minRambdaDt[4], b3Vector3& dLinVelA, b3Vector3& dAngVelA, b3Vector3& dLinVelB, b3Vector3& dAngVelB)
- {
- for (int ic = 0; ic < 4; ic++)
- {
- // dont necessary because this makes change to 0
- if (cs.m_jacCoeffInv[ic] == 0.f) continue;
- {
- b3Vector3 angular0, angular1, linear;
- b3Vector3 r0 = cs.m_worldPos[ic] - (b3Vector3&)posA;
- b3Vector3 r1 = cs.m_worldPos[ic] - (b3Vector3&)posB;
- setLinearAndAngular((const b3Vector3&)cs.m_linear, (const b3Vector3&)r0, (const b3Vector3&)r1, linear, angular0, angular1);
- float rambdaDt = calcRelVel((const b3Vector3&)cs.m_linear, (const b3Vector3&)-cs.m_linear, angular0, angular1,
- linVelARO + dLinVelA, angVelARO + dAngVelA, linVelBRO + dLinVelB, angVelBRO + dAngVelB) +
- cs.m_b[ic];
- rambdaDt *= cs.m_jacCoeffInv[ic];
- {
- float prevSum = cs.m_appliedRambdaDt[ic];
- float updated = prevSum;
- updated += rambdaDt;
- updated = b3Max(updated, minRambdaDt[ic]);
- updated = b3Min(updated, maxRambdaDt[ic]);
- rambdaDt = updated - prevSum;
- cs.m_appliedRambdaDt[ic] = updated;
- }
- b3Vector3 linImp0 = invMassA * linear * rambdaDt;
- b3Vector3 linImp1 = invMassB * (-linear) * rambdaDt;
- b3Vector3 angImp0 = (invInertiaA * angular0) * rambdaDt;
- b3Vector3 angImp1 = (invInertiaB * angular1) * rambdaDt;
- #ifdef _WIN32
- b3Assert(_finite(linImp0.getX()));
- b3Assert(_finite(linImp1.getX()));
- #endif
- if (invMassA)
- {
- dLinVelA += linImp0;
- dAngVelA += angImp0;
- }
- if (invMassB)
- {
- dLinVelB += linImp1;
- dAngVelB += angImp1;
- }
- }
- }
- }
- void solveContact3(b3GpuConstraint4* cs,
- b3Vector3* posAPtr, b3Vector3* linVelA, b3Vector3* angVelA, float invMassA, const b3Matrix3x3& invInertiaA,
- b3Vector3* posBPtr, b3Vector3* linVelB, b3Vector3* angVelB, float invMassB, const b3Matrix3x3& invInertiaB,
- b3Vector3* dLinVelA, b3Vector3* dAngVelA, b3Vector3* dLinVelB, b3Vector3* dAngVelB)
- {
- float minRambdaDt = 0;
- float maxRambdaDt = FLT_MAX;
- for (int ic = 0; ic < 4; ic++)
- {
- if (cs->m_jacCoeffInv[ic] == 0.f) continue;
- b3Vector3 angular0, angular1, linear;
- b3Vector3 r0 = cs->m_worldPos[ic] - *posAPtr;
- b3Vector3 r1 = cs->m_worldPos[ic] - *posBPtr;
- setLinearAndAngular(cs->m_linear, r0, r1, linear, angular0, angular1);
- float rambdaDt = calcRelVel(cs->m_linear, -cs->m_linear, angular0, angular1,
- *linVelA + *dLinVelA, *angVelA + *dAngVelA, *linVelB + *dLinVelB, *angVelB + *dAngVelB) +
- cs->m_b[ic];
- rambdaDt *= cs->m_jacCoeffInv[ic];
- {
- float prevSum = cs->m_appliedRambdaDt[ic];
- float updated = prevSum;
- updated += rambdaDt;
- updated = b3Max(updated, minRambdaDt);
- updated = b3Min(updated, maxRambdaDt);
- rambdaDt = updated - prevSum;
- cs->m_appliedRambdaDt[ic] = updated;
- }
- b3Vector3 linImp0 = invMassA * linear * rambdaDt;
- b3Vector3 linImp1 = invMassB * (-linear) * rambdaDt;
- b3Vector3 angImp0 = (invInertiaA * angular0) * rambdaDt;
- b3Vector3 angImp1 = (invInertiaB * angular1) * rambdaDt;
- if (invMassA)
- {
- *dLinVelA += linImp0;
- *dAngVelA += angImp0;
- }
- if (invMassB)
- {
- *dLinVelB += linImp1;
- *dAngVelB += angImp1;
- }
- }
- }
- static inline void solveFriction(b3GpuConstraint4& cs,
- const b3Vector3& posA, const b3Vector3& linVelARO, const b3Vector3& angVelARO, float invMassA, const b3Matrix3x3& invInertiaA,
- const b3Vector3& posB, const b3Vector3& linVelBRO, const b3Vector3& angVelBRO, float invMassB, const b3Matrix3x3& invInertiaB,
- float maxRambdaDt[4], float minRambdaDt[4], b3Vector3& dLinVelA, b3Vector3& dAngVelA, b3Vector3& dLinVelB, b3Vector3& dAngVelB)
- {
- b3Vector3 linVelA = linVelARO + dLinVelA;
- b3Vector3 linVelB = linVelBRO + dLinVelB;
- b3Vector3 angVelA = angVelARO + dAngVelA;
- b3Vector3 angVelB = angVelBRO + dAngVelB;
- if (cs.m_fJacCoeffInv[0] == 0 && cs.m_fJacCoeffInv[0] == 0) return;
- const b3Vector3& center = (const b3Vector3&)cs.m_center;
- b3Vector3 n = -(const b3Vector3&)cs.m_linear;
- b3Vector3 tangent[2];
- #if 1
- b3PlaneSpace1(n, tangent[0], tangent[1]);
- #else
- b3Vector3 r = cs.m_worldPos[0] - center;
- tangent[0] = cross3(n, r);
- tangent[1] = cross3(tangent[0], n);
- tangent[0] = normalize3(tangent[0]);
- tangent[1] = normalize3(tangent[1]);
- #endif
- b3Vector3 angular0, angular1, linear;
- b3Vector3 r0 = center - posA;
- b3Vector3 r1 = center - posB;
- for (int i = 0; i < 2; i++)
- {
- setLinearAndAngular(tangent[i], r0, r1, linear, angular0, angular1);
- float rambdaDt = calcRelVel(linear, -linear, angular0, angular1,
- linVelA, angVelA, linVelB, angVelB);
- rambdaDt *= cs.m_fJacCoeffInv[i];
- {
- float prevSum = cs.m_fAppliedRambdaDt[i];
- float updated = prevSum;
- updated += rambdaDt;
- updated = b3Max(updated, minRambdaDt[i]);
- updated = b3Min(updated, maxRambdaDt[i]);
- rambdaDt = updated - prevSum;
- cs.m_fAppliedRambdaDt[i] = updated;
- }
- b3Vector3 linImp0 = invMassA * linear * rambdaDt;
- b3Vector3 linImp1 = invMassB * (-linear) * rambdaDt;
- b3Vector3 angImp0 = (invInertiaA * angular0) * rambdaDt;
- b3Vector3 angImp1 = (invInertiaB * angular1) * rambdaDt;
- #ifdef _WIN32
- b3Assert(_finite(linImp0.getX()));
- b3Assert(_finite(linImp1.getX()));
- #endif
- if (invMassA)
- {
- dLinVelA += linImp0;
- dAngVelA += angImp0;
- }
- if (invMassB)
- {
- dLinVelB += linImp1;
- dAngVelB += angImp1;
- }
- }
- { // angular damping for point constraint
- b3Vector3 ab = (posB - posA).normalized();
- b3Vector3 ac = (center - posA).normalized();
- if (b3Dot(ab, ac) > 0.95f || (invMassA == 0.f || invMassB == 0.f))
- {
- float angNA = b3Dot(n, angVelA);
- float angNB = b3Dot(n, angVelB);
- if (invMassA)
- dAngVelA -= (angNA * 0.1f) * n;
- if (invMassB)
- dAngVelB -= (angNB * 0.1f) * n;
- }
- }
- }
- float calcJacCoeff(const b3Vector3& linear0, const b3Vector3& linear1, const b3Vector3& angular0, const b3Vector3& angular1,
- float invMass0, const b3Matrix3x3* invInertia0, float invMass1, const b3Matrix3x3* invInertia1, float countA, float countB)
- {
- // linear0,1 are normlized
- float jmj0 = invMass0; //dot3F4(linear0, linear0)*invMass0;
- float jmj1 = b3Dot(mtMul3(angular0, *invInertia0), angular0);
- float jmj2 = invMass1; //dot3F4(linear1, linear1)*invMass1;
- float jmj3 = b3Dot(mtMul3(angular1, *invInertia1), angular1);
- return -1.f / ((jmj0 + jmj1) * countA + (jmj2 + jmj3) * countB);
- // return -1.f/((jmj0+jmj1)+(jmj2+jmj3));
- }
- void setConstraint4(const b3Vector3& posA, const b3Vector3& linVelA, const b3Vector3& angVelA, float invMassA, const b3Matrix3x3& invInertiaA,
- const b3Vector3& posB, const b3Vector3& linVelB, const b3Vector3& angVelB, float invMassB, const b3Matrix3x3& invInertiaB,
- b3Contact4* src, float dt, float positionDrift, float positionConstraintCoeff, float countA, float countB,
- b3GpuConstraint4* dstC)
- {
- dstC->m_bodyA = abs(src->m_bodyAPtrAndSignBit);
- dstC->m_bodyB = abs(src->m_bodyBPtrAndSignBit);
- float dtInv = 1.f / dt;
- for (int ic = 0; ic < 4; ic++)
- {
- dstC->m_appliedRambdaDt[ic] = 0.f;
- }
- dstC->m_fJacCoeffInv[0] = dstC->m_fJacCoeffInv[1] = 0.f;
- dstC->m_linear = src->m_worldNormalOnB;
- dstC->m_linear[3] = 0.7f; //src->getFrictionCoeff() );
- for (int ic = 0; ic < 4; ic++)
- {
- b3Vector3 r0 = src->m_worldPosB[ic] - posA;
- b3Vector3 r1 = src->m_worldPosB[ic] - posB;
- if (ic >= src->m_worldNormalOnB[3]) //npoints
- {
- dstC->m_jacCoeffInv[ic] = 0.f;
- continue;
- }
- float relVelN;
- {
- b3Vector3 linear, angular0, angular1;
- setLinearAndAngular(src->m_worldNormalOnB, r0, r1, linear, angular0, angular1);
- dstC->m_jacCoeffInv[ic] = calcJacCoeff(linear, -linear, angular0, angular1,
- invMassA, &invInertiaA, invMassB, &invInertiaB, countA, countB);
- relVelN = calcRelVel(linear, -linear, angular0, angular1,
- linVelA, angVelA, linVelB, angVelB);
- float e = 0.f; //src->getRestituitionCoeff();
- if (relVelN * relVelN < 0.004f)
- {
- e = 0.f;
- }
- dstC->m_b[ic] = e * relVelN;
- //float penetration = src->m_worldPos[ic].w;
- dstC->m_b[ic] += (src->m_worldPosB[ic][3] + positionDrift) * positionConstraintCoeff * dtInv;
- dstC->m_appliedRambdaDt[ic] = 0.f;
- }
- }
- if (src->m_worldNormalOnB[3] > 0) //npoints
- { // prepare friction
- b3Vector3 center = make_float4(0.f);
- for (int i = 0; i < src->m_worldNormalOnB[3]; i++)
- center += src->m_worldPosB[i];
- center /= (float)src->m_worldNormalOnB[3];
- b3Vector3 tangent[2];
- b3PlaneSpace1(src->m_worldNormalOnB, tangent[0], tangent[1]);
- b3Vector3 r[2];
- r[0] = center - posA;
- r[1] = center - posB;
- for (int i = 0; i < 2; i++)
- {
- b3Vector3 linear, angular0, angular1;
- setLinearAndAngular(tangent[i], r[0], r[1], linear, angular0, angular1);
- dstC->m_fJacCoeffInv[i] = calcJacCoeff(linear, -linear, angular0, angular1,
- invMassA, &invInertiaA, invMassB, &invInertiaB, countA, countB);
- dstC->m_fAppliedRambdaDt[i] = 0.f;
- }
- dstC->m_center = center;
- }
- for (int i = 0; i < 4; i++)
- {
- if (i < src->m_worldNormalOnB[3])
- {
- dstC->m_worldPos[i] = src->m_worldPosB[i];
- }
- else
- {
- dstC->m_worldPos[i] = make_float4(0.f);
- }
- }
- }
- void ContactToConstraintKernel(b3Contact4* gContact, b3RigidBodyData* gBodies, b3InertiaData* gShapes, b3GpuConstraint4* gConstraintOut, int nContacts,
- float dt,
- float positionDrift,
- float positionConstraintCoeff, int gIdx, b3AlignedObjectArray<unsigned int>& bodyCount)
- {
- //int gIdx = 0;//GET_GLOBAL_IDX;
- if (gIdx < nContacts)
- {
- int aIdx = abs(gContact[gIdx].m_bodyAPtrAndSignBit);
- int bIdx = abs(gContact[gIdx].m_bodyBPtrAndSignBit);
- b3Vector3 posA = gBodies[aIdx].m_pos;
- b3Vector3 linVelA = gBodies[aIdx].m_linVel;
- b3Vector3 angVelA = gBodies[aIdx].m_angVel;
- float invMassA = gBodies[aIdx].m_invMass;
- b3Matrix3x3 invInertiaA = gShapes[aIdx].m_invInertiaWorld; //.m_invInertia;
- b3Vector3 posB = gBodies[bIdx].m_pos;
- b3Vector3 linVelB = gBodies[bIdx].m_linVel;
- b3Vector3 angVelB = gBodies[bIdx].m_angVel;
- float invMassB = gBodies[bIdx].m_invMass;
- b3Matrix3x3 invInertiaB = gShapes[bIdx].m_invInertiaWorld; //m_invInertia;
- b3GpuConstraint4 cs;
- float countA = invMassA ? (float)(bodyCount[aIdx]) : 1;
- float countB = invMassB ? (float)(bodyCount[bIdx]) : 1;
- setConstraint4(posA, linVelA, angVelA, invMassA, invInertiaA, posB, linVelB, angVelB, invMassB, invInertiaB,
- &gContact[gIdx], dt, positionDrift, positionConstraintCoeff, countA, countB,
- &cs);
- cs.m_batchIdx = gContact[gIdx].m_batchIdx;
- gConstraintOut[gIdx] = cs;
- }
- }
- void b3GpuJacobiContactSolver::solveGroupHost(b3RigidBodyData* bodies, b3InertiaData* inertias, int numBodies, b3Contact4* manifoldPtr, int numManifolds, const b3JacobiSolverInfo& solverInfo)
- {
- B3_PROFILE("b3GpuJacobiContactSolver::solveGroup");
- b3AlignedObjectArray<unsigned int> bodyCount;
- bodyCount.resize(numBodies);
- for (int i = 0; i < numBodies; i++)
- bodyCount[i] = 0;
- b3AlignedObjectArray<b3Int2> contactConstraintOffsets;
- contactConstraintOffsets.resize(numManifolds);
- for (int i = 0; i < numManifolds; i++)
- {
- int pa = manifoldPtr[i].m_bodyAPtrAndSignBit;
- int pb = manifoldPtr[i].m_bodyBPtrAndSignBit;
- bool isFixedA = (pa < 0) || (pa == solverInfo.m_fixedBodyIndex);
- bool isFixedB = (pb < 0) || (pb == solverInfo.m_fixedBodyIndex);
- int bodyIndexA = manifoldPtr[i].getBodyA();
- int bodyIndexB = manifoldPtr[i].getBodyB();
- if (!isFixedA)
- {
- contactConstraintOffsets[i].x = bodyCount[bodyIndexA];
- bodyCount[bodyIndexA]++;
- }
- if (!isFixedB)
- {
- contactConstraintOffsets[i].y = bodyCount[bodyIndexB];
- bodyCount[bodyIndexB]++;
- }
- }
- b3AlignedObjectArray<unsigned int> offsetSplitBodies;
- offsetSplitBodies.resize(numBodies);
- unsigned int totalNumSplitBodies;
- m_data->m_scan->executeHost(bodyCount, offsetSplitBodies, numBodies, &totalNumSplitBodies);
- int numlastBody = bodyCount[numBodies - 1];
- totalNumSplitBodies += numlastBody;
- printf("totalNumSplitBodies = %d\n", totalNumSplitBodies);
- b3AlignedObjectArray<b3GpuConstraint4> contactConstraints;
- contactConstraints.resize(numManifolds);
- for (int i = 0; i < numManifolds; i++)
- {
- ContactToConstraintKernel(&manifoldPtr[0], bodies, inertias, &contactConstraints[0], numManifolds,
- solverInfo.m_deltaTime,
- solverInfo.m_positionDrift,
- solverInfo.m_positionConstraintCoeff,
- i, bodyCount);
- }
- int maxIter = solverInfo.m_numIterations;
- b3AlignedObjectArray<b3Vector3> deltaLinearVelocities;
- b3AlignedObjectArray<b3Vector3> deltaAngularVelocities;
- deltaLinearVelocities.resize(totalNumSplitBodies);
- deltaAngularVelocities.resize(totalNumSplitBodies);
- for (unsigned int i = 0; i < totalNumSplitBodies; i++)
- {
- deltaLinearVelocities[i].setZero();
- deltaAngularVelocities[i].setZero();
- }
- for (int iter = 0; iter < maxIter; iter++)
- {
- int i = 0;
- for (i = 0; i < numManifolds; i++)
- {
- //float frictionCoeff = contactConstraints[i].getFrictionCoeff();
- int aIdx = (int)contactConstraints[i].m_bodyA;
- int bIdx = (int)contactConstraints[i].m_bodyB;
- b3RigidBodyData& bodyA = bodies[aIdx];
- b3RigidBodyData& bodyB = bodies[bIdx];
- b3Vector3 zero = b3MakeVector3(0, 0, 0);
- b3Vector3* dlvAPtr = &zero;
- b3Vector3* davAPtr = &zero;
- b3Vector3* dlvBPtr = &zero;
- b3Vector3* davBPtr = &zero;
- if (bodyA.m_invMass)
- {
- int bodyOffsetA = offsetSplitBodies[aIdx];
- int constraintOffsetA = contactConstraintOffsets[i].x;
- int splitIndexA = bodyOffsetA + constraintOffsetA;
- dlvAPtr = &deltaLinearVelocities[splitIndexA];
- davAPtr = &deltaAngularVelocities[splitIndexA];
- }
- if (bodyB.m_invMass)
- {
- int bodyOffsetB = offsetSplitBodies[bIdx];
- int constraintOffsetB = contactConstraintOffsets[i].y;
- int splitIndexB = bodyOffsetB + constraintOffsetB;
- dlvBPtr = &deltaLinearVelocities[splitIndexB];
- davBPtr = &deltaAngularVelocities[splitIndexB];
- }
- {
- float maxRambdaDt[4] = {FLT_MAX, FLT_MAX, FLT_MAX, FLT_MAX};
- float minRambdaDt[4] = {0.f, 0.f, 0.f, 0.f};
- solveContact(contactConstraints[i], (b3Vector3&)bodyA.m_pos, (b3Vector3&)bodyA.m_linVel, (b3Vector3&)bodyA.m_angVel, bodyA.m_invMass, inertias[aIdx].m_invInertiaWorld,
- (b3Vector3&)bodyB.m_pos, (b3Vector3&)bodyB.m_linVel, (b3Vector3&)bodyB.m_angVel, bodyB.m_invMass, inertias[bIdx].m_invInertiaWorld,
- maxRambdaDt, minRambdaDt, *dlvAPtr, *davAPtr, *dlvBPtr, *davBPtr);
- }
- }
- //easy
- for (int i = 0; i < numBodies; i++)
- {
- if (bodies[i].m_invMass)
- {
- int bodyOffset = offsetSplitBodies[i];
- int count = bodyCount[i];
- float factor = 1.f / float(count);
- b3Vector3 averageLinVel;
- averageLinVel.setZero();
- b3Vector3 averageAngVel;
- averageAngVel.setZero();
- for (int j = 0; j < count; j++)
- {
- averageLinVel += deltaLinearVelocities[bodyOffset + j] * factor;
- averageAngVel += deltaAngularVelocities[bodyOffset + j] * factor;
- }
- for (int j = 0; j < count; j++)
- {
- deltaLinearVelocities[bodyOffset + j] = averageLinVel;
- deltaAngularVelocities[bodyOffset + j] = averageAngVel;
- }
- }
- }
- }
- for (int iter = 0; iter < maxIter; iter++)
- {
- //int i=0;
- //solve friction
- for (int i = 0; i < numManifolds; i++)
- {
- float maxRambdaDt[4] = {FLT_MAX, FLT_MAX, FLT_MAX, FLT_MAX};
- float minRambdaDt[4] = {0.f, 0.f, 0.f, 0.f};
- float sum = 0;
- for (int j = 0; j < 4; j++)
- {
- sum += contactConstraints[i].m_appliedRambdaDt[j];
- }
- float frictionCoeff = contactConstraints[i].getFrictionCoeff();
- int aIdx = (int)contactConstraints[i].m_bodyA;
- int bIdx = (int)contactConstraints[i].m_bodyB;
- b3RigidBodyData& bodyA = bodies[aIdx];
- b3RigidBodyData& bodyB = bodies[bIdx];
- b3Vector3 zero = b3MakeVector3(0, 0, 0);
- b3Vector3* dlvAPtr = &zero;
- b3Vector3* davAPtr = &zero;
- b3Vector3* dlvBPtr = &zero;
- b3Vector3* davBPtr = &zero;
- if (bodyA.m_invMass)
- {
- int bodyOffsetA = offsetSplitBodies[aIdx];
- int constraintOffsetA = contactConstraintOffsets[i].x;
- int splitIndexA = bodyOffsetA + constraintOffsetA;
- dlvAPtr = &deltaLinearVelocities[splitIndexA];
- davAPtr = &deltaAngularVelocities[splitIndexA];
- }
- if (bodyB.m_invMass)
- {
- int bodyOffsetB = offsetSplitBodies[bIdx];
- int constraintOffsetB = contactConstraintOffsets[i].y;
- int splitIndexB = bodyOffsetB + constraintOffsetB;
- dlvBPtr = &deltaLinearVelocities[splitIndexB];
- davBPtr = &deltaAngularVelocities[splitIndexB];
- }
- for (int j = 0; j < 4; j++)
- {
- maxRambdaDt[j] = frictionCoeff * sum;
- minRambdaDt[j] = -maxRambdaDt[j];
- }
- solveFriction(contactConstraints[i], (b3Vector3&)bodyA.m_pos, (b3Vector3&)bodyA.m_linVel, (b3Vector3&)bodyA.m_angVel, bodyA.m_invMass, inertias[aIdx].m_invInertiaWorld,
- (b3Vector3&)bodyB.m_pos, (b3Vector3&)bodyB.m_linVel, (b3Vector3&)bodyB.m_angVel, bodyB.m_invMass, inertias[bIdx].m_invInertiaWorld,
- maxRambdaDt, minRambdaDt, *dlvAPtr, *davAPtr, *dlvBPtr, *davBPtr);
- }
- //easy
- for (int i = 0; i < numBodies; i++)
- {
- if (bodies[i].m_invMass)
- {
- int bodyOffset = offsetSplitBodies[i];
- int count = bodyCount[i];
- float factor = 1.f / float(count);
- b3Vector3 averageLinVel;
- averageLinVel.setZero();
- b3Vector3 averageAngVel;
- averageAngVel.setZero();
- for (int j = 0; j < count; j++)
- {
- averageLinVel += deltaLinearVelocities[bodyOffset + j] * factor;
- averageAngVel += deltaAngularVelocities[bodyOffset + j] * factor;
- }
- for (int j = 0; j < count; j++)
- {
- deltaLinearVelocities[bodyOffset + j] = averageLinVel;
- deltaAngularVelocities[bodyOffset + j] = averageAngVel;
- }
- }
- }
- }
- //easy
- for (int i = 0; i < numBodies; i++)
- {
- if (bodies[i].m_invMass)
- {
- int bodyOffset = offsetSplitBodies[i];
- int count = bodyCount[i];
- if (count)
- {
- bodies[i].m_linVel += deltaLinearVelocities[bodyOffset];
- bodies[i].m_angVel += deltaAngularVelocities[bodyOffset];
- }
- }
- }
- }
- void b3GpuJacobiContactSolver::solveContacts(int numBodies, cl_mem bodyBuf, cl_mem inertiaBuf, int numContacts, cl_mem contactBuf, const struct b3Config& config, int static0Index)
- //
- //
- //void b3GpuJacobiContactSolver::solveGroup(b3OpenCLArray<b3RigidBodyData>* bodies,b3OpenCLArray<b3InertiaData>* inertias,b3OpenCLArray<b3Contact4>* manifoldPtr,const btJacobiSolverInfo& solverInfo)
- {
- b3JacobiSolverInfo solverInfo;
- solverInfo.m_fixedBodyIndex = static0Index;
- B3_PROFILE("b3GpuJacobiContactSolver::solveGroup");
- //int numBodies = bodies->size();
- int numManifolds = numContacts; //manifoldPtr->size();
- {
- B3_PROFILE("resize");
- m_data->m_bodyCount->resize(numBodies);
- }
- unsigned int val = 0;
- b3Int2 val2;
- val2.x = 0;
- val2.y = 0;
- {
- B3_PROFILE("m_filler");
- m_data->m_contactConstraintOffsets->resize(numManifolds);
- m_data->m_filler->execute(*m_data->m_bodyCount, val, numBodies);
- m_data->m_filler->execute(*m_data->m_contactConstraintOffsets, val2, numManifolds);
- }
- {
- B3_PROFILE("m_countBodiesKernel");
- b3LauncherCL launcher(this->m_queue, m_data->m_countBodiesKernel, "m_countBodiesKernel");
- launcher.setBuffer(contactBuf); //manifoldPtr->getBufferCL());
- launcher.setBuffer(m_data->m_bodyCount->getBufferCL());
- launcher.setBuffer(m_data->m_contactConstraintOffsets->getBufferCL());
- launcher.setConst(numManifolds);
- launcher.setConst(solverInfo.m_fixedBodyIndex);
- launcher.launch1D(numManifolds);
- }
- unsigned int totalNumSplitBodies = 0;
- {
- B3_PROFILE("m_scan->execute");
- m_data->m_offsetSplitBodies->resize(numBodies);
- m_data->m_scan->execute(*m_data->m_bodyCount, *m_data->m_offsetSplitBodies, numBodies, &totalNumSplitBodies);
- totalNumSplitBodies += m_data->m_bodyCount->at(numBodies - 1);
- }
- {
- B3_PROFILE("m_data->m_contactConstraints->resize");
- //int numContacts = manifoldPtr->size();
- m_data->m_contactConstraints->resize(numContacts);
- }
- {
- B3_PROFILE("contactToConstraintSplitKernel");
- b3LauncherCL launcher(m_queue, m_data->m_contactToConstraintSplitKernel, "m_contactToConstraintSplitKernel");
- launcher.setBuffer(contactBuf);
- launcher.setBuffer(bodyBuf);
- launcher.setBuffer(inertiaBuf);
- launcher.setBuffer(m_data->m_contactConstraints->getBufferCL());
- launcher.setBuffer(m_data->m_bodyCount->getBufferCL());
- launcher.setConst(numContacts);
- launcher.setConst(solverInfo.m_deltaTime);
- launcher.setConst(solverInfo.m_positionDrift);
- launcher.setConst(solverInfo.m_positionConstraintCoeff);
- launcher.launch1D(numContacts, 64);
- }
- {
- B3_PROFILE("m_data->m_deltaLinearVelocities->resize");
- m_data->m_deltaLinearVelocities->resize(totalNumSplitBodies);
- m_data->m_deltaAngularVelocities->resize(totalNumSplitBodies);
- }
- {
- B3_PROFILE("m_clearVelocitiesKernel");
- b3LauncherCL launch(m_queue, m_data->m_clearVelocitiesKernel, "m_clearVelocitiesKernel");
- launch.setBuffer(m_data->m_deltaAngularVelocities->getBufferCL());
- launch.setBuffer(m_data->m_deltaLinearVelocities->getBufferCL());
- launch.setConst(totalNumSplitBodies);
- launch.launch1D(totalNumSplitBodies);
- clFinish(m_queue);
- }
- int maxIter = solverInfo.m_numIterations;
- for (int iter = 0; iter < maxIter; iter++)
- {
- {
- B3_PROFILE("m_solveContactKernel");
- b3LauncherCL launcher(m_queue, m_data->m_solveContactKernel, "m_solveContactKernel");
- launcher.setBuffer(m_data->m_contactConstraints->getBufferCL());
- launcher.setBuffer(bodyBuf);
- launcher.setBuffer(inertiaBuf);
- launcher.setBuffer(m_data->m_contactConstraintOffsets->getBufferCL());
- launcher.setBuffer(m_data->m_offsetSplitBodies->getBufferCL());
- launcher.setBuffer(m_data->m_deltaLinearVelocities->getBufferCL());
- launcher.setBuffer(m_data->m_deltaAngularVelocities->getBufferCL());
- launcher.setConst(solverInfo.m_deltaTime);
- launcher.setConst(solverInfo.m_positionDrift);
- launcher.setConst(solverInfo.m_positionConstraintCoeff);
- launcher.setConst(solverInfo.m_fixedBodyIndex);
- launcher.setConst(numManifolds);
- launcher.launch1D(numManifolds);
- clFinish(m_queue);
- }
- {
- B3_PROFILE("average velocities");
- b3LauncherCL launcher(m_queue, m_data->m_averageVelocitiesKernel, "m_averageVelocitiesKernel");
- launcher.setBuffer(bodyBuf);
- launcher.setBuffer(m_data->m_offsetSplitBodies->getBufferCL());
- launcher.setBuffer(m_data->m_bodyCount->getBufferCL());
- launcher.setBuffer(m_data->m_deltaLinearVelocities->getBufferCL());
- launcher.setBuffer(m_data->m_deltaAngularVelocities->getBufferCL());
- launcher.setConst(numBodies);
- launcher.launch1D(numBodies);
- clFinish(m_queue);
- }
- {
- B3_PROFILE("m_solveFrictionKernel");
- b3LauncherCL launcher(m_queue, m_data->m_solveFrictionKernel, "m_solveFrictionKernel");
- launcher.setBuffer(m_data->m_contactConstraints->getBufferCL());
- launcher.setBuffer(bodyBuf);
- launcher.setBuffer(inertiaBuf);
- launcher.setBuffer(m_data->m_contactConstraintOffsets->getBufferCL());
- launcher.setBuffer(m_data->m_offsetSplitBodies->getBufferCL());
- launcher.setBuffer(m_data->m_deltaLinearVelocities->getBufferCL());
- launcher.setBuffer(m_data->m_deltaAngularVelocities->getBufferCL());
- launcher.setConst(solverInfo.m_deltaTime);
- launcher.setConst(solverInfo.m_positionDrift);
- launcher.setConst(solverInfo.m_positionConstraintCoeff);
- launcher.setConst(solverInfo.m_fixedBodyIndex);
- launcher.setConst(numManifolds);
- launcher.launch1D(numManifolds);
- clFinish(m_queue);
- }
- {
- B3_PROFILE("average velocities");
- b3LauncherCL launcher(m_queue, m_data->m_averageVelocitiesKernel, "m_averageVelocitiesKernel");
- launcher.setBuffer(bodyBuf);
- launcher.setBuffer(m_data->m_offsetSplitBodies->getBufferCL());
- launcher.setBuffer(m_data->m_bodyCount->getBufferCL());
- launcher.setBuffer(m_data->m_deltaLinearVelocities->getBufferCL());
- launcher.setBuffer(m_data->m_deltaAngularVelocities->getBufferCL());
- launcher.setConst(numBodies);
- launcher.launch1D(numBodies);
- clFinish(m_queue);
- }
- }
- {
- B3_PROFILE("update body velocities");
- b3LauncherCL launcher(m_queue, m_data->m_updateBodyVelocitiesKernel, "m_updateBodyVelocitiesKernel");
- launcher.setBuffer(bodyBuf);
- launcher.setBuffer(m_data->m_offsetSplitBodies->getBufferCL());
- launcher.setBuffer(m_data->m_bodyCount->getBufferCL());
- launcher.setBuffer(m_data->m_deltaLinearVelocities->getBufferCL());
- launcher.setBuffer(m_data->m_deltaAngularVelocities->getBufferCL());
- launcher.setConst(numBodies);
- launcher.launch1D(numBodies);
- clFinish(m_queue);
- }
- }
- #if 0
- void b3GpuJacobiContactSolver::solveGroupMixed(b3OpenCLArray<b3RigidBodyData>* bodiesGPU,b3OpenCLArray<b3InertiaData>* inertiasGPU,b3OpenCLArray<b3Contact4>* manifoldPtrGPU,const btJacobiSolverInfo& solverInfo)
- {
- b3AlignedObjectArray<b3RigidBodyData> bodiesCPU;
- bodiesGPU->copyToHost(bodiesCPU);
- b3AlignedObjectArray<b3InertiaData> inertiasCPU;
- inertiasGPU->copyToHost(inertiasCPU);
- b3AlignedObjectArray<b3Contact4> manifoldPtrCPU;
- manifoldPtrGPU->copyToHost(manifoldPtrCPU);
-
- int numBodiesCPU = bodiesGPU->size();
- int numManifoldsCPU = manifoldPtrGPU->size();
- B3_PROFILE("b3GpuJacobiContactSolver::solveGroupMixed");
- b3AlignedObjectArray<unsigned int> bodyCount;
- bodyCount.resize(numBodiesCPU);
- for (int i=0;i<numBodiesCPU;i++)
- bodyCount[i] = 0;
- b3AlignedObjectArray<b3Int2> contactConstraintOffsets;
- contactConstraintOffsets.resize(numManifoldsCPU);
- for (int i=0;i<numManifoldsCPU;i++)
- {
- int pa = manifoldPtrCPU[i].m_bodyAPtrAndSignBit;
- int pb = manifoldPtrCPU[i].m_bodyBPtrAndSignBit;
- bool isFixedA = (pa <0) || (pa == solverInfo.m_fixedBodyIndex);
- bool isFixedB = (pb <0) || (pb == solverInfo.m_fixedBodyIndex);
- int bodyIndexA = manifoldPtrCPU[i].getBodyA();
- int bodyIndexB = manifoldPtrCPU[i].getBodyB();
- if (!isFixedA)
- {
- contactConstraintOffsets[i].x = bodyCount[bodyIndexA];
- bodyCount[bodyIndexA]++;
- }
- if (!isFixedB)
- {
- contactConstraintOffsets[i].y = bodyCount[bodyIndexB];
- bodyCount[bodyIndexB]++;
- }
- }
- b3AlignedObjectArray<unsigned int> offsetSplitBodies;
- offsetSplitBodies.resize(numBodiesCPU);
- unsigned int totalNumSplitBodiesCPU;
- m_data->m_scan->executeHost(bodyCount,offsetSplitBodies,numBodiesCPU,&totalNumSplitBodiesCPU);
- int numlastBody = bodyCount[numBodiesCPU-1];
- totalNumSplitBodiesCPU += numlastBody;
- int numBodies = bodiesGPU->size();
- int numManifolds = manifoldPtrGPU->size();
- m_data->m_bodyCount->resize(numBodies);
-
- unsigned int val=0;
- b3Int2 val2;
- val2.x=0;
- val2.y=0;
- {
- B3_PROFILE("m_filler");
- m_data->m_contactConstraintOffsets->resize(numManifolds);
- m_data->m_filler->execute(*m_data->m_bodyCount,val,numBodies);
-
-
- m_data->m_filler->execute(*m_data->m_contactConstraintOffsets,val2,numManifolds);
- }
- {
- B3_PROFILE("m_countBodiesKernel");
- b3LauncherCL launcher(this->m_queue,m_data->m_countBodiesKernel);
- launcher.setBuffer(manifoldPtrGPU->getBufferCL());
- launcher.setBuffer(m_data->m_bodyCount->getBufferCL());
- launcher.setBuffer(m_data->m_contactConstraintOffsets->getBufferCL());
- launcher.setConst(numManifolds);
- launcher.setConst(solverInfo.m_fixedBodyIndex);
- launcher.launch1D(numManifolds);
- }
- unsigned int totalNumSplitBodies=0;
- m_data->m_offsetSplitBodies->resize(numBodies);
- m_data->m_scan->execute(*m_data->m_bodyCount,*m_data->m_offsetSplitBodies,numBodies,&totalNumSplitBodies);
- totalNumSplitBodies+=m_data->m_bodyCount->at(numBodies-1);
- if (totalNumSplitBodies != totalNumSplitBodiesCPU)
- {
- printf("error in totalNumSplitBodies!\n");
- }
- int numContacts = manifoldPtrGPU->size();
- m_data->m_contactConstraints->resize(numContacts);
-
- {
- B3_PROFILE("contactToConstraintSplitKernel");
- b3LauncherCL launcher( m_queue, m_data->m_contactToConstraintSplitKernel);
- launcher.setBuffer(manifoldPtrGPU->getBufferCL());
- launcher.setBuffer(bodiesGPU->getBufferCL());
- launcher.setBuffer(inertiasGPU->getBufferCL());
- launcher.setBuffer(m_data->m_contactConstraints->getBufferCL());
- launcher.setBuffer(m_data->m_bodyCount->getBufferCL());
- launcher.setConst(numContacts);
- launcher.setConst(solverInfo.m_deltaTime);
- launcher.setConst(solverInfo.m_positionDrift);
- launcher.setConst(solverInfo.m_positionConstraintCoeff);
- launcher.launch1D( numContacts, 64 );
- clFinish(m_queue);
- }
- b3AlignedObjectArray<b3GpuConstraint4> contactConstraints;
- contactConstraints.resize(numManifoldsCPU);
- for (int i=0;i<numManifoldsCPU;i++)
- {
- ContactToConstraintKernel(&manifoldPtrCPU[0],&bodiesCPU[0],&inertiasCPU[0],&contactConstraints[0],numManifoldsCPU,
- solverInfo.m_deltaTime,
- solverInfo.m_positionDrift,
- solverInfo.m_positionConstraintCoeff,
- i, bodyCount);
- }
- int maxIter = solverInfo.m_numIterations;
- b3AlignedObjectArray<b3Vector3> deltaLinearVelocities;
- b3AlignedObjectArray<b3Vector3> deltaAngularVelocities;
- deltaLinearVelocities.resize(totalNumSplitBodiesCPU);
- deltaAngularVelocities.resize(totalNumSplitBodiesCPU);
- for (int i=0;i<totalNumSplitBodiesCPU;i++)
- {
- deltaLinearVelocities[i].setZero();
- deltaAngularVelocities[i].setZero();
- }
- m_data->m_deltaLinearVelocities->resize(totalNumSplitBodies);
- m_data->m_deltaAngularVelocities->resize(totalNumSplitBodies);
-
- {
- B3_PROFILE("m_clearVelocitiesKernel");
- b3LauncherCL launch(m_queue,m_data->m_clearVelocitiesKernel);
- launch.setBuffer(m_data->m_deltaAngularVelocities->getBufferCL());
- launch.setBuffer(m_data->m_deltaLinearVelocities->getBufferCL());
- launch.setConst(totalNumSplitBodies);
- launch.launch1D(totalNumSplitBodies);
- }
-
- ///!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- m_data->m_contactConstraints->copyToHost(contactConstraints);
- m_data->m_offsetSplitBodies->copyToHost(offsetSplitBodies);
- m_data->m_contactConstraintOffsets->copyToHost(contactConstraintOffsets);
- m_data->m_deltaLinearVelocities->copyToHost(deltaLinearVelocities);
- m_data->m_deltaAngularVelocities->copyToHost(deltaAngularVelocities);
- for (int iter = 0;iter<maxIter;iter++)
- {
- {
- B3_PROFILE("m_solveContactKernel");
- b3LauncherCL launcher( m_queue, m_data->m_solveContactKernel );
- launcher.setBuffer(m_data->m_contactConstraints->getBufferCL());
- launcher.setBuffer(bodiesGPU->getBufferCL());
- launcher.setBuffer(inertiasGPU->getBufferCL());
- launcher.setBuffer(m_data->m_contactConstraintOffsets->getBufferCL());
- launcher.setBuffer(m_data->m_offsetSplitBodies->getBufferCL());
- launcher.setBuffer(m_data->m_deltaLinearVelocities->getBufferCL());
- launcher.setBuffer(m_data->m_deltaAngularVelocities->getBufferCL());
- launcher.setConst(solverInfo.m_deltaTime);
- launcher.setConst(solverInfo.m_positionDrift);
- launcher.setConst(solverInfo.m_positionConstraintCoeff);
- launcher.setConst(solverInfo.m_fixedBodyIndex);
- launcher.setConst(numManifolds);
- launcher.launch1D(numManifolds);
- clFinish(m_queue);
- }
- int i=0;
- for( i=0; i<numManifoldsCPU; i++)
- {
- float frictionCoeff = contactConstraints[i].getFrictionCoeff();
- int aIdx = (int)contactConstraints[i].m_bodyA;
- int bIdx = (int)contactConstraints[i].m_bodyB;
- b3RigidBodyData& bodyA = bodiesCPU[aIdx];
- b3RigidBodyData& bodyB = bodiesCPU[bIdx];
- b3Vector3 zero(0,0,0);
-
- b3Vector3* dlvAPtr=&zero;
- b3Vector3* davAPtr=&zero;
- b3Vector3* dlvBPtr=&zero;
- b3Vector3* davBPtr=&zero;
-
- if (bodyA.m_invMass)
- {
- int bodyOffsetA = offsetSplitBodies[aIdx];
- int constraintOffsetA = contactConstraintOffsets[i].x;
- int splitIndexA = bodyOffsetA+constraintOffsetA;
- dlvAPtr = &deltaLinearVelocities[splitIndexA];
- davAPtr = &deltaAngularVelocities[splitIndexA];
- }
- if (bodyB.m_invMass)
- {
- int bodyOffsetB = offsetSplitBodies[bIdx];
- int constraintOffsetB = contactConstraintOffsets[i].y;
- int splitIndexB= bodyOffsetB+constraintOffsetB;
- dlvBPtr =&deltaLinearVelocities[splitIndexB];
- davBPtr = &deltaAngularVelocities[splitIndexB];
- }
- {
- float maxRambdaDt[4] = {FLT_MAX,FLT_MAX,FLT_MAX,FLT_MAX};
- float minRambdaDt[4] = {0.f,0.f,0.f,0.f};
- solveContact( contactConstraints[i], (b3Vector3&)bodyA.m_pos, (b3Vector3&)bodyA.m_linVel, (b3Vector3&)bodyA.m_angVel, bodyA.m_invMass, inertiasCPU[aIdx].m_invInertiaWorld,
- (b3Vector3&)bodyB.m_pos, (b3Vector3&)bodyB.m_linVel, (b3Vector3&)bodyB.m_angVel, bodyB.m_invMass, inertiasCPU[bIdx].m_invInertiaWorld,
- maxRambdaDt, minRambdaDt , *dlvAPtr,*davAPtr,*dlvBPtr,*davBPtr );
- }
- }
-
- {
- B3_PROFILE("average velocities");
- b3LauncherCL launcher( m_queue, m_data->m_averageVelocitiesKernel);
- launcher.setBuffer(bodiesGPU->getBufferCL());
- launcher.setBuffer(m_data->m_offsetSplitBodies->getBufferCL());
- launcher.setBuffer(m_data->m_bodyCount->getBufferCL());
- launcher.setBuffer(m_data->m_deltaLinearVelocities->getBufferCL());
- launcher.setBuffer(m_data->m_deltaAngularVelocities->getBufferCL());
- launcher.setConst(numBodies);
- launcher.launch1D(numBodies);
- clFinish(m_queue);
- }
- //easy
- for (int i=0;i<numBodiesCPU;i++)
- {
- if (bodiesCPU[i].m_invMass)
- {
- int bodyOffset = offsetSplitBodies[i];
- int count = bodyCount[i];
- float factor = 1.f/float(count);
- b3Vector3 averageLinVel;
- averageLinVel.setZero();
- b3Vector3 averageAngVel;
- averageAngVel.setZero();
- for (int j=0;j<count;j++)
- {
- averageLinVel += deltaLinearVelocities[bodyOffset+j]*factor;
- averageAngVel += deltaAngularVelocities[bodyOffset+j]*factor;
- }
- for (int j=0;j<count;j++)
- {
- deltaLinearVelocities[bodyOffset+j] = averageLinVel;
- deltaAngularVelocities[bodyOffset+j] = averageAngVel;
- }
- }
- }
- // m_data->m_deltaAngularVelocities->copyFromHost(deltaAngularVelocities);
- //m_data->m_deltaLinearVelocities->copyFromHost(deltaLinearVelocities);
- m_data->m_deltaAngularVelocities->copyToHost(deltaAngularVelocities);
- m_data->m_deltaLinearVelocities->copyToHost(deltaLinearVelocities);
- #if 0
- {
- B3_PROFILE("m_solveFrictionKernel");
- b3LauncherCL launcher( m_queue, m_data->m_solveFrictionKernel);
- launcher.setBuffer(m_data->m_contactConstraints->getBufferCL());
- launcher.setBuffer(bodiesGPU->getBufferCL());
- launcher.setBuffer(inertiasGPU->getBufferCL());
- launcher.setBuffer(m_data->m_contactConstraintOffsets->getBufferCL());
- launcher.setBuffer(m_data->m_offsetSplitBodies->getBufferCL());
- launcher.setBuffer(m_data->m_deltaLinearVelocities->getBufferCL());
- launcher.setBuffer(m_data->m_deltaAngularVelocities->getBufferCL());
- launcher.setConst(solverInfo.m_deltaTime);
- launcher.setConst(solverInfo.m_positionDrift);
- launcher.setConst(solverInfo.m_positionConstraintCoeff);
- launcher.setConst(solverInfo.m_fixedBodyIndex);
- launcher.setConst(numManifolds);
- launcher.launch1D(numManifolds);
- clFinish(m_queue);
- }
- //solve friction
- for(int i=0; i<numManifoldsCPU; i++)
- {
- float maxRambdaDt[4] = {FLT_MAX,FLT_MAX,FLT_MAX,FLT_MAX};
- float minRambdaDt[4] = {0.f,0.f,0.f,0.f};
- float sum = 0;
- for(int j=0; j<4; j++)
- {
- sum +=contactConstraints[i].m_appliedRambdaDt[j];
- }
- float frictionCoeff = contactConstraints[i].getFrictionCoeff();
- int aIdx = (int)contactConstraints[i].m_bodyA;
- int bIdx = (int)contactConstraints[i].m_bodyB;
- b3RigidBodyData& bodyA = bodiesCPU[aIdx];
- b3RigidBodyData& bodyB = bodiesCPU[bIdx];
- b3Vector3 zero(0,0,0);
-
- b3Vector3* dlvAPtr=&zero;
- b3Vector3* davAPtr=&zero;
- b3Vector3* dlvBPtr=&zero;
- b3Vector3* davBPtr=&zero;
-
- if (bodyA.m_invMass)
- {
- int bodyOffsetA = offsetSplitBodies[aIdx];
- int constraintOffsetA = contactConstraintOffsets[i].x;
- int splitIndexA = bodyOffsetA+constraintOffsetA;
- dlvAPtr = &deltaLinearVelocities[splitIndexA];
- davAPtr = &deltaAngularVelocities[splitIndexA];
- }
- if (bodyB.m_invMass)
- {
- int bodyOffsetB = offsetSplitBodies[bIdx];
- int constraintOffsetB = contactConstraintOffsets[i].y;
- int splitIndexB= bodyOffsetB+constraintOffsetB;
- dlvBPtr =&deltaLinearVelocities[splitIndexB];
- davBPtr = &deltaAngularVelocities[splitIndexB];
- }
- for(int j=0; j<4; j++)
- {
- maxRambdaDt[j] = frictionCoeff*sum;
- minRambdaDt[j] = -maxRambdaDt[j];
- }
- solveFriction( contactConstraints[i], (b3Vector3&)bodyA.m_pos, (b3Vector3&)bodyA.m_linVel, (b3Vector3&)bodyA.m_angVel, bodyA.m_invMass,inertiasCPU[aIdx].m_invInertiaWorld,
- (b3Vector3&)bodyB.m_pos, (b3Vector3&)bodyB.m_linVel, (b3Vector3&)bodyB.m_angVel, bodyB.m_invMass, inertiasCPU[bIdx].m_invInertiaWorld,
- maxRambdaDt, minRambdaDt , *dlvAPtr,*davAPtr,*dlvBPtr,*davBPtr);
- }
- {
- B3_PROFILE("average velocities");
- b3LauncherCL launcher( m_queue, m_data->m_averageVelocitiesKernel);
- launcher.setBuffer(bodiesGPU->getBufferCL());
- launcher.setBuffer(m_data->m_offsetSplitBodies->getBufferCL());
- launcher.setBuffer(m_data->m_bodyCount->getBufferCL());
- launcher.setBuffer(m_data->m_deltaLinearVelocities->getBufferCL());
- launcher.setBuffer(m_data->m_deltaAngularVelocities->getBufferCL());
- launcher.setConst(numBodies);
- launcher.launch1D(numBodies);
- clFinish(m_queue);
- }
- //easy
- for (int i=0;i<numBodiesCPU;i++)
- {
- if (bodiesCPU[i].m_invMass)
- {
- int bodyOffset = offsetSplitBodies[i];
- int count = bodyCount[i];
- float factor = 1.f/float(count);
- b3Vector3 averageLinVel;
- averageLinVel.setZero();
- b3Vector3 averageAngVel;
- averageAngVel.setZero();
- for (int j=0;j<count;j++)
- {
- averageLinVel += deltaLinearVelocities[bodyOffset+j]*factor;
- averageAngVel += deltaAngularVelocities[bodyOffset+j]*factor;
- }
- for (int j=0;j<count;j++)
- {
- deltaLinearVelocities[bodyOffset+j] = averageLinVel;
- deltaAngularVelocities[bodyOffset+j] = averageAngVel;
- }
- }
- }
- #endif
- }
- {
- B3_PROFILE("update body velocities");
- b3LauncherCL launcher( m_queue, m_data->m_updateBodyVelocitiesKernel);
- launcher.setBuffer(bodiesGPU->getBufferCL());
- launcher.setBuffer(m_data->m_offsetSplitBodies->getBufferCL());
- launcher.setBuffer(m_data->m_bodyCount->getBufferCL());
- launcher.setBuffer(m_data->m_deltaLinearVelocities->getBufferCL());
- launcher.setBuffer(m_data->m_deltaAngularVelocities->getBufferCL());
- launcher.setConst(numBodies);
- launcher.launch1D(numBodies);
- clFinish(m_queue);
- }
- //easy
- for (int i=0;i<numBodiesCPU;i++)
- {
- if (bodiesCPU[i].m_invMass)
- {
- int bodyOffset = offsetSplitBodies[i];
- int count = bodyCount[i];
- if (count)
- {
- bodiesCPU[i].m_linVel += deltaLinearVelocities[bodyOffset];
- bodiesCPU[i].m_angVel += deltaAngularVelocities[bodyOffset];
- }
- }
- }
- // bodiesGPU->copyFromHost(bodiesCPU);
- }
- #endif
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