[dali_2.3.21] Merge branch 'devel/master'
[platform/core/uifw/dali-toolkit.git] / dali-physics / third-party / bullet3 / src / Bullet3OpenCL / RigidBody / kernels / updateAabbsKernel.h
1 //this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
2 static const char* updateAabbsKernelCL =
3         "#ifndef B3_UPDATE_AABBS_H\n"
4         "#define B3_UPDATE_AABBS_H\n"
5         "#ifndef B3_AABB_H\n"
6         "#define B3_AABB_H\n"
7         "#ifndef B3_FLOAT4_H\n"
8         "#define B3_FLOAT4_H\n"
9         "#ifndef B3_PLATFORM_DEFINITIONS_H\n"
10         "#define B3_PLATFORM_DEFINITIONS_H\n"
11         "struct MyTest\n"
12         "{\n"
13         "       int bla;\n"
14         "};\n"
15         "#ifdef __cplusplus\n"
16         "#else\n"
17         "//keep B3_LARGE_FLOAT*B3_LARGE_FLOAT < FLT_MAX\n"
18         "#define B3_LARGE_FLOAT 1e18f\n"
19         "#define B3_INFINITY 1e18f\n"
20         "#define b3Assert(a)\n"
21         "#define b3ConstArray(a) __global const a*\n"
22         "#define b3AtomicInc atomic_inc\n"
23         "#define b3AtomicAdd atomic_add\n"
24         "#define b3Fabs fabs\n"
25         "#define b3Sqrt native_sqrt\n"
26         "#define b3Sin native_sin\n"
27         "#define b3Cos native_cos\n"
28         "#define B3_STATIC\n"
29         "#endif\n"
30         "#endif\n"
31         "#ifdef __cplusplus\n"
32         "#else\n"
33         "       typedef float4  b3Float4;\n"
34         "       #define b3Float4ConstArg const b3Float4\n"
35         "       #define b3MakeFloat4 (float4)\n"
36         "       float b3Dot3F4(b3Float4ConstArg v0,b3Float4ConstArg v1)\n"
37         "       {\n"
38         "               float4 a1 = b3MakeFloat4(v0.xyz,0.f);\n"
39         "               float4 b1 = b3MakeFloat4(v1.xyz,0.f);\n"
40         "               return dot(a1, b1);\n"
41         "       }\n"
42         "       b3Float4 b3Cross3(b3Float4ConstArg v0,b3Float4ConstArg v1)\n"
43         "       {\n"
44         "               float4 a1 = b3MakeFloat4(v0.xyz,0.f);\n"
45         "               float4 b1 = b3MakeFloat4(v1.xyz,0.f);\n"
46         "               return cross(a1, b1);\n"
47         "       }\n"
48         "       #define b3MinFloat4 min\n"
49         "       #define b3MaxFloat4 max\n"
50         "       #define b3Normalized(a) normalize(a)\n"
51         "#endif \n"
52         "               \n"
53         "inline bool b3IsAlmostZero(b3Float4ConstArg v)\n"
54         "{\n"
55         "       if(b3Fabs(v.x)>1e-6 || b3Fabs(v.y)>1e-6 || b3Fabs(v.z)>1e-6)    \n"
56         "               return false;\n"
57         "       return true;\n"
58         "}\n"
59         "inline int    b3MaxDot( b3Float4ConstArg vec, __global const b3Float4* vecArray, int vecLen, float* dotOut )\n"
60         "{\n"
61         "    float maxDot = -B3_INFINITY;\n"
62         "    int i = 0;\n"
63         "    int ptIndex = -1;\n"
64         "    for( i = 0; i < vecLen; i++ )\n"
65         "    {\n"
66         "        float dot = b3Dot3F4(vecArray[i],vec);\n"
67         "            \n"
68         "        if( dot > maxDot )\n"
69         "        {\n"
70         "            maxDot = dot;\n"
71         "            ptIndex = i;\n"
72         "        }\n"
73         "    }\n"
74         "       b3Assert(ptIndex>=0);\n"
75         "    if (ptIndex<0)\n"
76         "       {\n"
77         "               ptIndex = 0;\n"
78         "       }\n"
79         "    *dotOut = maxDot;\n"
80         "    return ptIndex;\n"
81         "}\n"
82         "#endif //B3_FLOAT4_H\n"
83         "#ifndef B3_MAT3x3_H\n"
84         "#define B3_MAT3x3_H\n"
85         "#ifndef B3_QUAT_H\n"
86         "#define B3_QUAT_H\n"
87         "#ifndef B3_PLATFORM_DEFINITIONS_H\n"
88         "#ifdef __cplusplus\n"
89         "#else\n"
90         "#endif\n"
91         "#endif\n"
92         "#ifndef B3_FLOAT4_H\n"
93         "#ifdef __cplusplus\n"
94         "#else\n"
95         "#endif \n"
96         "#endif //B3_FLOAT4_H\n"
97         "#ifdef __cplusplus\n"
98         "#else\n"
99         "       typedef float4  b3Quat;\n"
100         "       #define b3QuatConstArg const b3Quat\n"
101         "       \n"
102         "       \n"
103         "inline float4 b3FastNormalize4(float4 v)\n"
104         "{\n"
105         "       v = (float4)(v.xyz,0.f);\n"
106         "       return fast_normalize(v);\n"
107         "}\n"
108         "       \n"
109         "inline b3Quat b3QuatMul(b3Quat a, b3Quat b);\n"
110         "inline b3Quat b3QuatNormalized(b3QuatConstArg in);\n"
111         "inline b3Quat b3QuatRotate(b3QuatConstArg q, b3QuatConstArg vec);\n"
112         "inline b3Quat b3QuatInvert(b3QuatConstArg q);\n"
113         "inline b3Quat b3QuatInverse(b3QuatConstArg q);\n"
114         "inline b3Quat b3QuatMul(b3QuatConstArg a, b3QuatConstArg b)\n"
115         "{\n"
116         "       b3Quat ans;\n"
117         "       ans = b3Cross3( a, b );\n"
118         "       ans += a.w*b+b.w*a;\n"
119         "//     ans.w = a.w*b.w - (a.x*b.x+a.y*b.y+a.z*b.z);\n"
120         "       ans.w = a.w*b.w - b3Dot3F4(a, b);\n"
121         "       return ans;\n"
122         "}\n"
123         "inline b3Quat b3QuatNormalized(b3QuatConstArg in)\n"
124         "{\n"
125         "       b3Quat q;\n"
126         "       q=in;\n"
127         "       //return b3FastNormalize4(in);\n"
128         "       float len = native_sqrt(dot(q, q));\n"
129         "       if(len > 0.f)\n"
130         "       {\n"
131         "               q *= 1.f / len;\n"
132         "       }\n"
133         "       else\n"
134         "       {\n"
135         "               q.x = q.y = q.z = 0.f;\n"
136         "               q.w = 1.f;\n"
137         "       }\n"
138         "       return q;\n"
139         "}\n"
140         "inline float4 b3QuatRotate(b3QuatConstArg q, b3QuatConstArg vec)\n"
141         "{\n"
142         "       b3Quat qInv = b3QuatInvert( q );\n"
143         "       float4 vcpy = vec;\n"
144         "       vcpy.w = 0.f;\n"
145         "       float4 out = b3QuatMul(b3QuatMul(q,vcpy),qInv);\n"
146         "       return out;\n"
147         "}\n"
148         "inline b3Quat b3QuatInverse(b3QuatConstArg q)\n"
149         "{\n"
150         "       return (b3Quat)(-q.xyz, q.w);\n"
151         "}\n"
152         "inline b3Quat b3QuatInvert(b3QuatConstArg q)\n"
153         "{\n"
154         "       return (b3Quat)(-q.xyz, q.w);\n"
155         "}\n"
156         "inline float4 b3QuatInvRotate(b3QuatConstArg q, b3QuatConstArg vec)\n"
157         "{\n"
158         "       return b3QuatRotate( b3QuatInvert( q ), vec );\n"
159         "}\n"
160         "inline b3Float4 b3TransformPoint(b3Float4ConstArg point, b3Float4ConstArg translation, b3QuatConstArg  orientation)\n"
161         "{\n"
162         "       return b3QuatRotate( orientation, point ) + (translation);\n"
163         "}\n"
164         "       \n"
165         "#endif \n"
166         "#endif //B3_QUAT_H\n"
167         "#ifdef __cplusplus\n"
168         "#else\n"
169         "typedef struct\n"
170         "{\n"
171         "       b3Float4 m_row[3];\n"
172         "}b3Mat3x3;\n"
173         "#define b3Mat3x3ConstArg const b3Mat3x3\n"
174         "#define b3GetRow(m,row) (m.m_row[row])\n"
175         "inline b3Mat3x3 b3QuatGetRotationMatrix(b3Quat quat)\n"
176         "{\n"
177         "       b3Float4 quat2 = (b3Float4)(quat.x*quat.x, quat.y*quat.y, quat.z*quat.z, 0.f);\n"
178         "       b3Mat3x3 out;\n"
179         "       out.m_row[0].x=1-2*quat2.y-2*quat2.z;\n"
180         "       out.m_row[0].y=2*quat.x*quat.y-2*quat.w*quat.z;\n"
181         "       out.m_row[0].z=2*quat.x*quat.z+2*quat.w*quat.y;\n"
182         "       out.m_row[0].w = 0.f;\n"
183         "       out.m_row[1].x=2*quat.x*quat.y+2*quat.w*quat.z;\n"
184         "       out.m_row[1].y=1-2*quat2.x-2*quat2.z;\n"
185         "       out.m_row[1].z=2*quat.y*quat.z-2*quat.w*quat.x;\n"
186         "       out.m_row[1].w = 0.f;\n"
187         "       out.m_row[2].x=2*quat.x*quat.z-2*quat.w*quat.y;\n"
188         "       out.m_row[2].y=2*quat.y*quat.z+2*quat.w*quat.x;\n"
189         "       out.m_row[2].z=1-2*quat2.x-2*quat2.y;\n"
190         "       out.m_row[2].w = 0.f;\n"
191         "       return out;\n"
192         "}\n"
193         "inline b3Mat3x3 b3AbsoluteMat3x3(b3Mat3x3ConstArg matIn)\n"
194         "{\n"
195         "       b3Mat3x3 out;\n"
196         "       out.m_row[0] = fabs(matIn.m_row[0]);\n"
197         "       out.m_row[1] = fabs(matIn.m_row[1]);\n"
198         "       out.m_row[2] = fabs(matIn.m_row[2]);\n"
199         "       return out;\n"
200         "}\n"
201         "__inline\n"
202         "b3Mat3x3 mtZero();\n"
203         "__inline\n"
204         "b3Mat3x3 mtIdentity();\n"
205         "__inline\n"
206         "b3Mat3x3 mtTranspose(b3Mat3x3 m);\n"
207         "__inline\n"
208         "b3Mat3x3 mtMul(b3Mat3x3 a, b3Mat3x3 b);\n"
209         "__inline\n"
210         "b3Float4 mtMul1(b3Mat3x3 a, b3Float4 b);\n"
211         "__inline\n"
212         "b3Float4 mtMul3(b3Float4 a, b3Mat3x3 b);\n"
213         "__inline\n"
214         "b3Mat3x3 mtZero()\n"
215         "{\n"
216         "       b3Mat3x3 m;\n"
217         "       m.m_row[0] = (b3Float4)(0.f);\n"
218         "       m.m_row[1] = (b3Float4)(0.f);\n"
219         "       m.m_row[2] = (b3Float4)(0.f);\n"
220         "       return m;\n"
221         "}\n"
222         "__inline\n"
223         "b3Mat3x3 mtIdentity()\n"
224         "{\n"
225         "       b3Mat3x3 m;\n"
226         "       m.m_row[0] = (b3Float4)(1,0,0,0);\n"
227         "       m.m_row[1] = (b3Float4)(0,1,0,0);\n"
228         "       m.m_row[2] = (b3Float4)(0,0,1,0);\n"
229         "       return m;\n"
230         "}\n"
231         "__inline\n"
232         "b3Mat3x3 mtTranspose(b3Mat3x3 m)\n"
233         "{\n"
234         "       b3Mat3x3 out;\n"
235         "       out.m_row[0] = (b3Float4)(m.m_row[0].x, m.m_row[1].x, m.m_row[2].x, 0.f);\n"
236         "       out.m_row[1] = (b3Float4)(m.m_row[0].y, m.m_row[1].y, m.m_row[2].y, 0.f);\n"
237         "       out.m_row[2] = (b3Float4)(m.m_row[0].z, m.m_row[1].z, m.m_row[2].z, 0.f);\n"
238         "       return out;\n"
239         "}\n"
240         "__inline\n"
241         "b3Mat3x3 mtMul(b3Mat3x3 a, b3Mat3x3 b)\n"
242         "{\n"
243         "       b3Mat3x3 transB;\n"
244         "       transB = mtTranspose( b );\n"
245         "       b3Mat3x3 ans;\n"
246         "       //      why this doesn't run when 0ing in the for{}\n"
247         "       a.m_row[0].w = 0.f;\n"
248         "       a.m_row[1].w = 0.f;\n"
249         "       a.m_row[2].w = 0.f;\n"
250         "       for(int i=0; i<3; i++)\n"
251         "       {\n"
252         "//     a.m_row[i].w = 0.f;\n"
253         "               ans.m_row[i].x = b3Dot3F4(a.m_row[i],transB.m_row[0]);\n"
254         "               ans.m_row[i].y = b3Dot3F4(a.m_row[i],transB.m_row[1]);\n"
255         "               ans.m_row[i].z = b3Dot3F4(a.m_row[i],transB.m_row[2]);\n"
256         "               ans.m_row[i].w = 0.f;\n"
257         "       }\n"
258         "       return ans;\n"
259         "}\n"
260         "__inline\n"
261         "b3Float4 mtMul1(b3Mat3x3 a, b3Float4 b)\n"
262         "{\n"
263         "       b3Float4 ans;\n"
264         "       ans.x = b3Dot3F4( a.m_row[0], b );\n"
265         "       ans.y = b3Dot3F4( a.m_row[1], b );\n"
266         "       ans.z = b3Dot3F4( a.m_row[2], b );\n"
267         "       ans.w = 0.f;\n"
268         "       return ans;\n"
269         "}\n"
270         "__inline\n"
271         "b3Float4 mtMul3(b3Float4 a, b3Mat3x3 b)\n"
272         "{\n"
273         "       b3Float4 colx = b3MakeFloat4(b.m_row[0].x, b.m_row[1].x, b.m_row[2].x, 0);\n"
274         "       b3Float4 coly = b3MakeFloat4(b.m_row[0].y, b.m_row[1].y, b.m_row[2].y, 0);\n"
275         "       b3Float4 colz = b3MakeFloat4(b.m_row[0].z, b.m_row[1].z, b.m_row[2].z, 0);\n"
276         "       b3Float4 ans;\n"
277         "       ans.x = b3Dot3F4( a, colx );\n"
278         "       ans.y = b3Dot3F4( a, coly );\n"
279         "       ans.z = b3Dot3F4( a, colz );\n"
280         "       return ans;\n"
281         "}\n"
282         "#endif\n"
283         "#endif //B3_MAT3x3_H\n"
284         "typedef struct b3Aabb b3Aabb_t;\n"
285         "struct b3Aabb\n"
286         "{\n"
287         "       union\n"
288         "       {\n"
289         "               float m_min[4];\n"
290         "               b3Float4 m_minVec;\n"
291         "               int m_minIndices[4];\n"
292         "       };\n"
293         "       union\n"
294         "       {\n"
295         "               float   m_max[4];\n"
296         "               b3Float4 m_maxVec;\n"
297         "               int m_signedMaxIndices[4];\n"
298         "       };\n"
299         "};\n"
300         "inline void b3TransformAabb2(b3Float4ConstArg localAabbMin,b3Float4ConstArg localAabbMax, float margin,\n"
301         "                                               b3Float4ConstArg pos,\n"
302         "                                               b3QuatConstArg orn,\n"
303         "                                               b3Float4* aabbMinOut,b3Float4* aabbMaxOut)\n"
304         "{\n"
305         "               b3Float4 localHalfExtents = 0.5f*(localAabbMax-localAabbMin);\n"
306         "               localHalfExtents+=b3MakeFloat4(margin,margin,margin,0.f);\n"
307         "               b3Float4 localCenter = 0.5f*(localAabbMax+localAabbMin);\n"
308         "               b3Mat3x3 m;\n"
309         "               m = b3QuatGetRotationMatrix(orn);\n"
310         "               b3Mat3x3 abs_b = b3AbsoluteMat3x3(m);\n"
311         "               b3Float4 center = b3TransformPoint(localCenter,pos,orn);\n"
312         "               \n"
313         "               b3Float4 extent = b3MakeFloat4(b3Dot3F4(localHalfExtents,b3GetRow(abs_b,0)),\n"
314         "                                                                                b3Dot3F4(localHalfExtents,b3GetRow(abs_b,1)),\n"
315         "                                                                                b3Dot3F4(localHalfExtents,b3GetRow(abs_b,2)),\n"
316         "                                                                                0.f);\n"
317         "               *aabbMinOut = center-extent;\n"
318         "               *aabbMaxOut = center+extent;\n"
319         "}\n"
320         "/// conservative test for overlap between two aabbs\n"
321         "inline bool b3TestAabbAgainstAabb(b3Float4ConstArg aabbMin1,b3Float4ConstArg aabbMax1,\n"
322         "                                                               b3Float4ConstArg aabbMin2, b3Float4ConstArg aabbMax2)\n"
323         "{\n"
324         "       bool overlap = true;\n"
325         "       overlap = (aabbMin1.x > aabbMax2.x || aabbMax1.x < aabbMin2.x) ? false : overlap;\n"
326         "       overlap = (aabbMin1.z > aabbMax2.z || aabbMax1.z < aabbMin2.z) ? false : overlap;\n"
327         "       overlap = (aabbMin1.y > aabbMax2.y || aabbMax1.y < aabbMin2.y) ? false : overlap;\n"
328         "       return overlap;\n"
329         "}\n"
330         "#endif //B3_AABB_H\n"
331         "#ifndef B3_COLLIDABLE_H\n"
332         "#define B3_COLLIDABLE_H\n"
333         "#ifndef B3_FLOAT4_H\n"
334         "#ifdef __cplusplus\n"
335         "#else\n"
336         "#endif \n"
337         "#endif //B3_FLOAT4_H\n"
338         "#ifndef B3_QUAT_H\n"
339         "#ifdef __cplusplus\n"
340         "#else\n"
341         "#endif \n"
342         "#endif //B3_QUAT_H\n"
343         "enum b3ShapeTypes\n"
344         "{\n"
345         "       SHAPE_HEIGHT_FIELD=1,\n"
346         "       SHAPE_CONVEX_HULL=3,\n"
347         "       SHAPE_PLANE=4,\n"
348         "       SHAPE_CONCAVE_TRIMESH=5,\n"
349         "       SHAPE_COMPOUND_OF_CONVEX_HULLS=6,\n"
350         "       SHAPE_SPHERE=7,\n"
351         "       MAX_NUM_SHAPE_TYPES,\n"
352         "};\n"
353         "typedef struct b3Collidable b3Collidable_t;\n"
354         "struct b3Collidable\n"
355         "{\n"
356         "       union {\n"
357         "               int m_numChildShapes;\n"
358         "               int m_bvhIndex;\n"
359         "       };\n"
360         "       union\n"
361         "       {\n"
362         "               float m_radius;\n"
363         "               int     m_compoundBvhIndex;\n"
364         "       };\n"
365         "       int m_shapeType;\n"
366         "       union\n"
367         "       {\n"
368         "               int m_shapeIndex;\n"
369         "               float m_height;\n"
370         "       };\n"
371         "};\n"
372         "typedef struct b3GpuChildShape b3GpuChildShape_t;\n"
373         "struct b3GpuChildShape\n"
374         "{\n"
375         "       b3Float4        m_childPosition;\n"
376         "       b3Quat          m_childOrientation;\n"
377         "       union\n"
378         "       {\n"
379         "               int                     m_shapeIndex;//used for SHAPE_COMPOUND_OF_CONVEX_HULLS\n"
380         "               int                     m_capsuleAxis;\n"
381         "       };\n"
382         "       union \n"
383         "       {\n"
384         "               float           m_radius;//used for childshape of SHAPE_COMPOUND_OF_SPHERES or SHAPE_COMPOUND_OF_CAPSULES\n"
385         "               int                     m_numChildShapes;//used for compound shape\n"
386         "       };\n"
387         "       union \n"
388         "       {\n"
389         "               float           m_height;//used for childshape of SHAPE_COMPOUND_OF_CAPSULES\n"
390         "               int     m_collidableShapeIndex;\n"
391         "       };\n"
392         "       int                     m_shapeType;\n"
393         "};\n"
394         "struct b3CompoundOverlappingPair\n"
395         "{\n"
396         "       int m_bodyIndexA;\n"
397         "       int m_bodyIndexB;\n"
398         "//     int     m_pairType;\n"
399         "       int m_childShapeIndexA;\n"
400         "       int m_childShapeIndexB;\n"
401         "};\n"
402         "#endif //B3_COLLIDABLE_H\n"
403         "#ifndef B3_RIGIDBODY_DATA_H\n"
404         "#define B3_RIGIDBODY_DATA_H\n"
405         "#ifndef B3_FLOAT4_H\n"
406         "#ifdef __cplusplus\n"
407         "#else\n"
408         "#endif \n"
409         "#endif //B3_FLOAT4_H\n"
410         "#ifndef B3_QUAT_H\n"
411         "#ifdef __cplusplus\n"
412         "#else\n"
413         "#endif \n"
414         "#endif //B3_QUAT_H\n"
415         "#ifndef B3_MAT3x3_H\n"
416         "#ifdef __cplusplus\n"
417         "#else\n"
418         "#endif\n"
419         "#endif //B3_MAT3x3_H\n"
420         "typedef struct b3RigidBodyData b3RigidBodyData_t;\n"
421         "struct b3RigidBodyData\n"
422         "{\n"
423         "       b3Float4                                m_pos;\n"
424         "       b3Quat                                  m_quat;\n"
425         "       b3Float4                                m_linVel;\n"
426         "       b3Float4                                m_angVel;\n"
427         "       int                                     m_collidableIdx;\n"
428         "       float                           m_invMass;\n"
429         "       float                           m_restituitionCoeff;\n"
430         "       float                           m_frictionCoeff;\n"
431         "};\n"
432         "typedef struct b3InertiaData b3InertiaData_t;\n"
433         "struct b3InertiaData\n"
434         "{\n"
435         "       b3Mat3x3 m_invInertiaWorld;\n"
436         "       b3Mat3x3 m_initInvInertia;\n"
437         "};\n"
438         "#endif //B3_RIGIDBODY_DATA_H\n"
439         "       \n"
440         "void b3ComputeWorldAabb(  int bodyId, __global const b3RigidBodyData_t* bodies, __global const  b3Collidable_t* collidables, __global const  b3Aabb_t* localShapeAABB, __global b3Aabb_t* worldAabbs)\n"
441         "{\n"
442         "       __global const b3RigidBodyData_t* body = &bodies[bodyId];\n"
443         "       b3Float4 position = body->m_pos;\n"
444         "       b3Quat  orientation = body->m_quat;\n"
445         "       \n"
446         "       int collidableIndex = body->m_collidableIdx;\n"
447         "       int shapeIndex = collidables[collidableIndex].m_shapeIndex;\n"
448         "               \n"
449         "       if (shapeIndex>=0)\n"
450         "       {\n"
451         "                               \n"
452         "               b3Aabb_t localAabb = localShapeAABB[collidableIndex];\n"
453         "               b3Aabb_t worldAabb;\n"
454         "               \n"
455         "               b3Float4 aabbAMinOut,aabbAMaxOut;       \n"
456         "               float margin = 0.f;\n"
457         "               b3TransformAabb2(localAabb.m_minVec,localAabb.m_maxVec,margin,position,orientation,&aabbAMinOut,&aabbAMaxOut);\n"
458         "               \n"
459         "               worldAabb.m_minVec =aabbAMinOut;\n"
460         "               worldAabb.m_minIndices[3] = bodyId;\n"
461         "               worldAabb.m_maxVec = aabbAMaxOut;\n"
462         "               worldAabb.m_signedMaxIndices[3] = body[bodyId].m_invMass==0.f? 0 : 1;\n"
463         "               worldAabbs[bodyId] = worldAabb;\n"
464         "       }\n"
465         "}\n"
466         "#endif //B3_UPDATE_AABBS_H\n"
467         "__kernel void initializeGpuAabbsFull(  const int numNodes, __global b3RigidBodyData_t* gBodies,__global b3Collidable_t* collidables, __global b3Aabb_t* plocalShapeAABB, __global b3Aabb_t* pAABB)\n"
468         "{\n"
469         "       int nodeID = get_global_id(0);\n"
470         "       if( nodeID < numNodes )\n"
471         "       {\n"
472         "               b3ComputeWorldAabb(nodeID, gBodies, collidables, plocalShapeAABB,pAABB);\n"
473         "       }\n"
474         "}\n"
475         "__kernel void clearOverlappingPairsKernel(  __global int4* pairs, int numPairs)\n"
476         "{\n"
477         "       int pairId = get_global_id(0);\n"
478         "       if( pairId< numPairs )\n"
479         "       {\n"
480         "               pairs[pairId].z = 0xffffffff;\n"
481         "       }\n"
482         "}\n";