175 lines
4.1 KiB
C++
175 lines
4.1 KiB
C++
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#ifndef B3_NEW_CONTACT_REDUCTION_H
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#define B3_NEW_CONTACT_REDUCTION_H
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#include "Bullet3Common/shared/b3Float4.h"
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#include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h"
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#include "Bullet3Collision/NarrowPhaseCollision/shared/b3Contact4Data.h"
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#define GET_NPOINTS(x) (x).m_worldNormalOnB.w
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int b3ExtractManifoldSequentialGlobal(__global const b3Float4* p, int nPoints, b3Float4ConstArg nearNormal, b3Int4* contactIdx)
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{
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if (nPoints == 0)
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return 0;
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if (nPoints <= 4)
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return nPoints;
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if (nPoints > 64)
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nPoints = 64;
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b3Float4 center = b3MakeFloat4(0, 0, 0, 0);
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{
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for (int i = 0; i < nPoints; i++)
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center += p[i];
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center /= (float)nPoints;
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}
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// sample 4 directions
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b3Float4 aVector = p[0] - center;
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b3Float4 u = b3Cross(nearNormal, aVector);
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b3Float4 v = b3Cross(nearNormal, u);
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u = b3Normalized(u);
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v = b3Normalized(v);
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//keep point with deepest penetration
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float minW = FLT_MAX;
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int minIndex = -1;
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b3Float4 maxDots;
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maxDots.x = FLT_MIN;
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maxDots.y = FLT_MIN;
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maxDots.z = FLT_MIN;
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maxDots.w = FLT_MIN;
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// idx, distance
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for (int ie = 0; ie < nPoints; ie++)
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{
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if (p[ie].w < minW)
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{
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minW = p[ie].w;
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minIndex = ie;
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}
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float f;
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b3Float4 r = p[ie] - center;
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f = b3Dot(u, r);
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if (f < maxDots.x)
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{
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maxDots.x = f;
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contactIdx[0].x = ie;
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}
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f = b3Dot(-u, r);
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if (f < maxDots.y)
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{
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maxDots.y = f;
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contactIdx[0].y = ie;
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}
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f = b3Dot(v, r);
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if (f < maxDots.z)
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{
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maxDots.z = f;
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contactIdx[0].z = ie;
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}
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f = b3Dot(-v, r);
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if (f < maxDots.w)
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{
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maxDots.w = f;
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contactIdx[0].w = ie;
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}
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}
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if (contactIdx[0].x != minIndex && contactIdx[0].y != minIndex && contactIdx[0].z != minIndex && contactIdx[0].w != minIndex)
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{
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//replace the first contact with minimum (todo: replace contact with least penetration)
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contactIdx[0].x = minIndex;
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}
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return 4;
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}
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__kernel void b3NewContactReductionKernel(__global b3Int4* pairs,
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__global const b3RigidBodyData_t* rigidBodies,
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__global const b3Float4* separatingNormals,
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__global const int* hasSeparatingAxis,
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__global struct b3Contact4Data* globalContactsOut,
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__global b3Int4* clippingFaces,
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__global b3Float4* worldVertsB2,
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volatile __global int* nGlobalContactsOut,
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int vertexFaceCapacity,
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int contactCapacity,
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int numPairs,
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int pairIndex)
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{
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// int i = get_global_id(0);
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//int pairIndex = i;
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int i = pairIndex;
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b3Int4 contactIdx;
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contactIdx = b3MakeInt4(0, 1, 2, 3);
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if (i < numPairs)
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{
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if (hasSeparatingAxis[i])
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{
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int nPoints = clippingFaces[pairIndex].w;
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if (nPoints > 0)
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{
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__global b3Float4* pointsIn = &worldVertsB2[pairIndex * vertexFaceCapacity];
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b3Float4 normal = -separatingNormals[i];
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int nReducedContacts = b3ExtractManifoldSequentialGlobal(pointsIn, nPoints, normal, &contactIdx);
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int dstIdx;
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dstIdx = b3AtomicInc(nGlobalContactsOut);
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//#if 0
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b3Assert(dstIdx < contactCapacity);
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if (dstIdx < contactCapacity)
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{
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__global struct b3Contact4Data* c = &globalContactsOut[dstIdx];
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c->m_worldNormalOnB = -normal;
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c->m_restituitionCoeffCmp = (0.f * 0xffff);
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c->m_frictionCoeffCmp = (0.7f * 0xffff);
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c->m_batchIdx = pairIndex;
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int bodyA = pairs[pairIndex].x;
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int bodyB = pairs[pairIndex].y;
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pairs[pairIndex].w = dstIdx;
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c->m_bodyAPtrAndSignBit = rigidBodies[bodyA].m_invMass == 0 ? -bodyA : bodyA;
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c->m_bodyBPtrAndSignBit = rigidBodies[bodyB].m_invMass == 0 ? -bodyB : bodyB;
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c->m_childIndexA = -1;
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c->m_childIndexB = -1;
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switch (nReducedContacts)
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{
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case 4:
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c->m_worldPosB[3] = pointsIn[contactIdx.w];
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case 3:
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c->m_worldPosB[2] = pointsIn[contactIdx.z];
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case 2:
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c->m_worldPosB[1] = pointsIn[contactIdx.y];
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case 1:
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c->m_worldPosB[0] = pointsIn[contactIdx.x];
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default:
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{
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}
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};
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GET_NPOINTS(*c) = nReducedContacts;
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}
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//#endif
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} // if (numContactsOut>0)
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} // if (hasSeparatingAxis[i])
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} // if (i<numPairs)
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}
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#endif
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