/* Bullet Continuous Collision Detection and Physics Library Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 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. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #ifndef BT_SOFT_BODY_SOLVER_OPENCL_H #define BT_SOFT_BODY_SOLVER_OPENCL_H #include "stddef.h" //for size_t #include "vectormath/vmInclude.h" #include "BulletSoftBody/btSoftBodySolvers.h" #include "btSoftBodySolverBuffer_OpenCL.h" #include "btSoftBodySolverLinkData_OpenCL.h" #include "btSoftBodySolverVertexData_OpenCL.h" #include "btSoftBodySolverTriangleData_OpenCL.h" class CLFunctions { protected: cl_command_queue m_cqCommandQue; cl_context m_cxMainContext; public: CLFunctions(cl_command_queue cqCommandQue, cl_context cxMainContext) : m_cqCommandQue( cqCommandQue ), m_cxMainContext( cxMainContext ) { } /** * Compile a compute shader kernel from a string and return the appropriate cl_kernel object. */ cl_kernel compileCLKernelFromString( const char* kernelSource, const char* kernelName, const char* additionalMacros = "" ); }; /** * Entry in the collision shape array. * Specifies the shape type, the transform matrix and the necessary details of the collisionShape. */ struct CollisionShapeDescription { Vectormath::Aos::Transform3 shapeTransform; Vectormath::Aos::Vector3 linearVelocity; Vectormath::Aos::Vector3 angularVelocity; int softBodyIdentifier; int collisionShapeType; // Both needed for capsule float radius; float halfHeight; int upAxis; float margin; float friction; CollisionShapeDescription() { collisionShapeType = 0; margin = 0; friction = 0; } }; /** * SoftBody class to maintain information about a soft body instance * within a solver. * This data addresses the main solver arrays. */ class btOpenCLAcceleratedSoftBodyInterface { protected: /** Current number of vertices that are part of this cloth */ int m_numVertices; /** Maximum number of vertices allocated to be part of this cloth */ int m_maxVertices; /** Current number of triangles that are part of this cloth */ int m_numTriangles; /** Maximum number of triangles allocated to be part of this cloth */ int m_maxTriangles; /** Index of first vertex in the world allocated to this cloth */ int m_firstVertex; /** Index of first triangle in the world allocated to this cloth */ int m_firstTriangle; /** Index of first link in the world allocated to this cloth */ int m_firstLink; /** Maximum number of links allocated to this cloth */ int m_maxLinks; /** Current number of links allocated to this cloth */ int m_numLinks; /** The actual soft body this data represents */ btSoftBody *m_softBody; public: btOpenCLAcceleratedSoftBodyInterface( btSoftBody *softBody ) : m_softBody( softBody ) { m_numVertices = 0; m_maxVertices = 0; m_numTriangles = 0; m_maxTriangles = 0; m_firstVertex = 0; m_firstTriangle = 0; m_firstLink = 0; m_maxLinks = 0; m_numLinks = 0; } int getNumVertices() { return m_numVertices; } int getNumTriangles() { return m_numTriangles; } int getMaxVertices() { return m_maxVertices; } int getMaxTriangles() { return m_maxTriangles; } int getFirstVertex() { return m_firstVertex; } int getFirstTriangle() { return m_firstTriangle; } /** * Update the bounds in the btSoftBody object */ void updateBounds( const btVector3 &lowerBound, const btVector3 &upperBound ); // TODO: All of these set functions will have to do checks and // update the world because restructuring of the arrays will be necessary // Reasonable use of "friend"? void setNumVertices( int numVertices ) { m_numVertices = numVertices; } void setNumTriangles( int numTriangles ) { m_numTriangles = numTriangles; } void setMaxVertices( int maxVertices ) { m_maxVertices = maxVertices; } void setMaxTriangles( int maxTriangles ) { m_maxTriangles = maxTriangles; } void setFirstVertex( int firstVertex ) { m_firstVertex = firstVertex; } void setFirstTriangle( int firstTriangle ) { m_firstTriangle = firstTriangle; } void setMaxLinks( int maxLinks ) { m_maxLinks = maxLinks; } void setNumLinks( int numLinks ) { m_numLinks = numLinks; } void setFirstLink( int firstLink ) { m_firstLink = firstLink; } int getMaxLinks() { return m_maxLinks; } int getNumLinks() { return m_numLinks; } int getFirstLink() { return m_firstLink; } btSoftBody* getSoftBody() { return m_softBody; } }; class btOpenCLSoftBodySolver : public btSoftBodySolver { public: struct UIntVector3 { UIntVector3() { x = 0; y = 0; z = 0; _padding = 0; } UIntVector3( unsigned int x_, unsigned int y_, unsigned int z_ ) { x = x_; y = y_; z = z_; _padding = 0; } unsigned int x; unsigned int y; unsigned int z; unsigned int _padding; }; struct CollisionObjectIndices { CollisionObjectIndices( int f, int e ) { firstObject = f; endObject = e; } int firstObject; int endObject; }; btSoftBodyLinkDataOpenCL m_linkData; btSoftBodyVertexDataOpenCL m_vertexData; btSoftBodyTriangleDataOpenCL m_triangleData; protected: CLFunctions clFunctions; /** Variable to define whether we need to update solver constants on the next iteration */ bool m_updateSolverConstants; bool m_shadersInitialized; /** * Cloths owned by this solver. * Only our cloths are in this array. */ btAlignedObjectArray< btOpenCLAcceleratedSoftBodyInterface * > m_softBodySet; /** Acceleration value to be applied to all non-static vertices in the solver. * Index n is cloth n, array sized by number of cloths in the world not the solver. */ btAlignedObjectArray< Vectormath::Aos::Vector3 > m_perClothAcceleration; btOpenCLBuffer m_clPerClothAcceleration; /** Wind velocity to be applied normal to all non-static vertices in the solver. * Index n is cloth n, array sized by number of cloths in the world not the solver. */ btAlignedObjectArray< Vectormath::Aos::Vector3 > m_perClothWindVelocity; btOpenCLBuffer m_clPerClothWindVelocity; /** Velocity damping factor */ btAlignedObjectArray< float > m_perClothDampingFactor; btOpenCLBuffer m_clPerClothDampingFactor; /** Velocity correction coefficient */ btAlignedObjectArray< float > m_perClothVelocityCorrectionCoefficient; btOpenCLBuffer m_clPerClothVelocityCorrectionCoefficient; /** Lift parameter for wind effect on cloth. */ btAlignedObjectArray< float > m_perClothLiftFactor; btOpenCLBuffer m_clPerClothLiftFactor; /** Drag parameter for wind effect on cloth. */ btAlignedObjectArray< float > m_perClothDragFactor; btOpenCLBuffer m_clPerClothDragFactor; /** Density of the medium in which each cloth sits */ btAlignedObjectArray< float > m_perClothMediumDensity; btOpenCLBuffer m_clPerClothMediumDensity; /** * Collision shape details: pair of index of first collision shape for the cloth and number of collision objects. */ btAlignedObjectArray< CollisionObjectIndices > m_perClothCollisionObjects; btOpenCLBuffer m_clPerClothCollisionObjects; /** * Collision shapes being passed across to the cloths in this solver. */ btAlignedObjectArray< CollisionShapeDescription > m_collisionObjectDetails; btOpenCLBuffer< CollisionShapeDescription > m_clCollisionObjectDetails; /** * Friction coefficient for each cloth */ btAlignedObjectArray< float > m_perClothFriction; btOpenCLBuffer< float > m_clPerClothFriction; cl_kernel prepareLinksKernel; cl_kernel solvePositionsFromLinksKernel; cl_kernel updateConstantsKernel; cl_kernel integrateKernel; cl_kernel addVelocityKernel; cl_kernel updatePositionsFromVelocitiesKernel; cl_kernel updateVelocitiesFromPositionsWithoutVelocitiesKernel; cl_kernel updateVelocitiesFromPositionsWithVelocitiesKernel; cl_kernel vSolveLinksKernel; cl_kernel solveCollisionsAndUpdateVelocitiesKernel; cl_kernel resetNormalsAndAreasKernel; cl_kernel normalizeNormalsAndAreasKernel; cl_kernel updateSoftBodiesKernel; cl_kernel outputToVertexArrayKernel; cl_kernel applyForcesKernel; cl_command_queue m_cqCommandQue; cl_context m_cxMainContext; size_t m_defaultWorkGroupSize; virtual bool buildShaders(); void resetNormalsAndAreas( int numVertices ); void normalizeNormalsAndAreas( int numVertices ); void executeUpdateSoftBodies( int firstTriangle, int numTriangles ); void prepareCollisionConstraints(); Vectormath::Aos::Vector3 ProjectOnAxis( const Vectormath::Aos::Vector3 &v, const Vectormath::Aos::Vector3 &a ); void ApplyClampedForce( float solverdt, const Vectormath::Aos::Vector3 &force, const Vectormath::Aos::Vector3 &vertexVelocity, float inverseMass, Vectormath::Aos::Vector3 &vertexForce ); int findSoftBodyIndex( const btSoftBody* const softBody ); virtual void applyForces( float solverdt ); /** * Integrate motion on the solver. */ virtual void integrate( float solverdt ); virtual void updateConstants( float timeStep ); float computeTriangleArea( const Vectormath::Aos::Point3 &vertex0, const Vectormath::Aos::Point3 &vertex1, const Vectormath::Aos::Point3 &vertex2 ); ////////////////////////////////////// // Kernel dispatches void prepareLinks(); void solveLinksForVelocity( int startLink, int numLinks, float kst ); void updatePositionsFromVelocities( float solverdt ); virtual void solveLinksForPosition( int startLink, int numLinks, float kst, float ti ); void updateVelocitiesFromPositionsWithVelocities( float isolverdt ); void updateVelocitiesFromPositionsWithoutVelocities( float isolverdt ); virtual void solveCollisionsAndUpdateVelocities( float isolverdt ); // End kernel dispatches ///////////////////////////////////// void updateBounds(); void releaseKernels(); public: btOpenCLSoftBodySolver(cl_command_queue queue,cl_context ctx); virtual ~btOpenCLSoftBodySolver(); btOpenCLAcceleratedSoftBodyInterface *findSoftBodyInterface( const btSoftBody* const softBody ); virtual btSoftBodyLinkData &getLinkData(); virtual btSoftBodyVertexData &getVertexData(); virtual btSoftBodyTriangleData &getTriangleData(); virtual SolverTypes getSolverType() const { return CL_SOLVER; } virtual bool checkInitialized(); virtual void updateSoftBodies( ); virtual void optimize( btAlignedObjectArray< btSoftBody * > &softBodies , bool forceUpdate=false); virtual void copyBackToSoftBodies(); virtual void solveConstraints( float solverdt ); virtual void predictMotion( float solverdt ); virtual void processCollision( btSoftBody *, btCollisionObject* ); virtual void processCollision( btSoftBody*, btSoftBody* ); virtual void setDefaultWorkgroupSize(size_t workGroupSize) { m_defaultWorkGroupSize = workGroupSize; } virtual size_t getDefaultWorkGroupSize() const { return m_defaultWorkGroupSize; } }; // btOpenCLSoftBodySolver /** * Class to manage movement of data from a solver to a given target. * This version is the CL to CPU version. */ class btSoftBodySolverOutputCLtoCPU : public btSoftBodySolverOutput { protected: public: btSoftBodySolverOutputCLtoCPU() { } /** Output current computed vertex data to the vertex buffers for all cloths in the solver. */ virtual void copySoftBodyToVertexBuffer( const btSoftBody * const softBody, btVertexBufferDescriptor *vertexBuffer ); }; #endif // #ifndef BT_SOFT_BODY_SOLVER_OPENCL_H