bullet: Streamline bundling, remove extraneous src/ folder
Document version and how to extract sources in thirdparty/README.md. Drop unnecessary CMake and Premake files. Simplify SCsub, drop unused one.
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/*
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Copyright (c) 2012 Advanced Micro Devices, Inc.
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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//Originally written by Takahiro Harada
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#include "Bullet3Dynamics/shared/b3ConvertConstraint4.h"
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#pragma OPENCL EXTENSION cl_amd_printf : enable
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#pragma OPENCL EXTENSION cl_khr_local_int32_base_atomics : enable
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#pragma OPENCL EXTENSION cl_khr_global_int32_base_atomics : enable
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#pragma OPENCL EXTENSION cl_khr_local_int32_extended_atomics : enable
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#pragma OPENCL EXTENSION cl_khr_global_int32_extended_atomics : enable
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#ifdef cl_ext_atomic_counters_32
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#pragma OPENCL EXTENSION cl_ext_atomic_counters_32 : enable
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#else
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#define counter32_t volatile global int*
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#endif
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typedef unsigned int u32;
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typedef unsigned short u16;
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typedef unsigned char u8;
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#define GET_GROUP_IDX get_group_id(0)
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#define GET_LOCAL_IDX get_local_id(0)
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#define GET_GLOBAL_IDX get_global_id(0)
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#define GET_GROUP_SIZE get_local_size(0)
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#define GET_NUM_GROUPS get_num_groups(0)
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#define GROUP_LDS_BARRIER barrier(CLK_LOCAL_MEM_FENCE)
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#define GROUP_MEM_FENCE mem_fence(CLK_LOCAL_MEM_FENCE)
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#define AtomInc(x) atom_inc(&(x))
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#define AtomInc1(x, out) out = atom_inc(&(x))
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#define AppendInc(x, out) out = atomic_inc(x)
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#define AtomAdd(x, value) atom_add(&(x), value)
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#define AtomCmpxhg(x, cmp, value) atom_cmpxchg( &(x), cmp, value )
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#define AtomXhg(x, value) atom_xchg ( &(x), value )
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#define SELECT_UINT4( b, a, condition ) select( b,a,condition )
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#define make_float4 (float4)
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#define make_float2 (float2)
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#define make_uint4 (uint4)
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#define make_int4 (int4)
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#define make_uint2 (uint2)
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#define make_int2 (int2)
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#define max2 max
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#define min2 min
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///////////////////////////////////////
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// Vector
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///////////////////////////////////////
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__inline
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float fastDiv(float numerator, float denominator)
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{
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return native_divide(numerator, denominator);
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// return numerator/denominator;
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}
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__inline
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float4 fastDiv4(float4 numerator, float4 denominator)
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{
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return native_divide(numerator, denominator);
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}
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__inline
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float fastSqrtf(float f2)
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{
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return native_sqrt(f2);
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// return sqrt(f2);
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}
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__inline
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float fastRSqrt(float f2)
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{
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return native_rsqrt(f2);
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}
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__inline
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float fastLength4(float4 v)
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{
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return fast_length(v);
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}
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__inline
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float4 fastNormalize4(float4 v)
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{
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return fast_normalize(v);
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}
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__inline
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float sqrtf(float a)
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{
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// return sqrt(a);
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return native_sqrt(a);
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}
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__inline
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float4 cross3(float4 a, float4 b)
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{
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return cross(a,b);
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}
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__inline
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float dot3F4(float4 a, float4 b)
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{
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float4 a1 = make_float4(a.xyz,0.f);
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float4 b1 = make_float4(b.xyz,0.f);
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return dot(a1, b1);
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}
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__inline
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float length3(const float4 a)
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{
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return sqrtf(dot3F4(a,a));
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}
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__inline
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float dot4(const float4 a, const float4 b)
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{
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return dot( a, b );
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}
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// for height
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__inline
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float dot3w1(const float4 point, const float4 eqn)
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{
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return dot3F4(point,eqn) + eqn.w;
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}
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__inline
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float4 normalize3(const float4 a)
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{
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float4 n = make_float4(a.x, a.y, a.z, 0.f);
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return fastNormalize4( n );
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// float length = sqrtf(dot3F4(a, a));
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// return 1.f/length * a;
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}
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__inline
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float4 normalize4(const float4 a)
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{
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float length = sqrtf(dot4(a, a));
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return 1.f/length * a;
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}
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__inline
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float4 createEquation(const float4 a, const float4 b, const float4 c)
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{
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float4 eqn;
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float4 ab = b-a;
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float4 ac = c-a;
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eqn = normalize3( cross3(ab, ac) );
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eqn.w = -dot3F4(eqn,a);
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return eqn;
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}
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#define WG_SIZE 64
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typedef struct
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{
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int m_nConstraints;
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int m_start;
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int m_batchIdx;
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int m_nSplit;
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// int m_paddings[1];
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} ConstBuffer;
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typedef struct
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{
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int m_solveFriction;
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int m_maxBatch; // long batch really kills the performance
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int m_batchIdx;
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int m_nSplit;
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// int m_paddings[1];
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} ConstBufferBatchSolve;
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typedef struct
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{
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int m_valInt0;
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int m_valInt1;
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int m_valInt2;
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int m_valInt3;
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float m_val0;
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float m_val1;
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float m_val2;
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float m_val3;
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} SolverDebugInfo;
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typedef struct
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{
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int m_nContacts;
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float m_dt;
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float m_positionDrift;
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float m_positionConstraintCoeff;
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} ConstBufferCTC;
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__kernel
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__attribute__((reqd_work_group_size(WG_SIZE,1,1)))
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void ContactToConstraintKernel(__global struct b3Contact4Data* gContact, __global b3RigidBodyData_t* gBodies, __global b3InertiaData_t* gShapes, __global b3ContactConstraint4_t* gConstraintOut,
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int nContacts,
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float dt,
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float positionDrift,
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float positionConstraintCoeff
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)
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{
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int gIdx = GET_GLOBAL_IDX;
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if( gIdx < nContacts )
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{
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int aIdx = abs(gContact[gIdx].m_bodyAPtrAndSignBit);
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int bIdx = abs(gContact[gIdx].m_bodyBPtrAndSignBit);
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float4 posA = gBodies[aIdx].m_pos;
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float4 linVelA = gBodies[aIdx].m_linVel;
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float4 angVelA = gBodies[aIdx].m_angVel;
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float invMassA = gBodies[aIdx].m_invMass;
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b3Mat3x3 invInertiaA = gShapes[aIdx].m_initInvInertia;
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float4 posB = gBodies[bIdx].m_pos;
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float4 linVelB = gBodies[bIdx].m_linVel;
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float4 angVelB = gBodies[bIdx].m_angVel;
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float invMassB = gBodies[bIdx].m_invMass;
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b3Mat3x3 invInertiaB = gShapes[bIdx].m_initInvInertia;
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b3ContactConstraint4_t cs;
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setConstraint4( posA, linVelA, angVelA, invMassA, invInertiaA, posB, linVelB, angVelB, invMassB, invInertiaB,
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&gContact[gIdx], dt, positionDrift, positionConstraintCoeff,
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&cs );
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cs.m_batchIdx = gContact[gIdx].m_batchIdx;
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gConstraintOut[gIdx] = cs;
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}
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}
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