added missing GPU cloth simulation files and DX11/OpenCL kernels
Thanks to Cameron Hart for the report, see Issue 486
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MSTRINGIFY(
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cbuffer SolvePositionsFromLinksKernelCB : register( b0 )
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{
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unsigned int numNodes;
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float isolverdt;
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int padding0;
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int padding1;
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};
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struct CollisionObjectIndices
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{
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int firstObject;
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int endObject;
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};
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struct CollisionShapeDescription
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{
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float4x4 shapeTransform;
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float4 linearVelocity;
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float4 angularVelocity;
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int softBodyIdentifier;
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int collisionShapeType;
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// Shape information
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// Compressed from the union
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float radius;
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float halfHeight;
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float margin;
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float friction;
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int padding0;
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int padding1;
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};
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// From btBroadphaseProxy.h
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static const int CAPSULE_SHAPE_PROXYTYPE = 10;
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// Node indices for each link
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StructuredBuffer<int> g_vertexClothIdentifier : register( t0 );
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StructuredBuffer<float4> g_vertexPreviousPositions : register( t1 );
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StructuredBuffer<float> g_perClothFriction : register( t2 );
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StructuredBuffer<float> g_clothDampingFactor : register( t3 );
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StructuredBuffer<CollisionObjectIndices> g_perClothCollisionObjectIndices : register( t4 );
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StructuredBuffer<CollisionShapeDescription> g_collisionObjectDetails : register( t5 );
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RWStructuredBuffer<float4> g_vertexForces : register( u0 );
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RWStructuredBuffer<float4> g_vertexVelocities : register( u1 );
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RWStructuredBuffer<float4> g_vertexPositions : register( u2 );
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[numthreads(128, 1, 1)]
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void
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SolveCollisionsAndUpdateVelocitiesKernel( uint3 Gid : SV_GroupID, uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID, uint GI : SV_GroupIndex )
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{
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int nodeID = DTid.x;
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float3 forceOnVertex = float3(0.f, 0.f, 0.f);
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if( DTid.x < numNodes )
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{
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int clothIdentifier = g_vertexClothIdentifier[nodeID];
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float4 position = float4(g_vertexPositions[nodeID].xyz, 1.f);
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float4 previousPosition = float4(g_vertexPreviousPositions[nodeID].xyz, 1.f);
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float3 velocity;
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float clothFriction = g_perClothFriction[clothIdentifier];
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float dampingFactor = g_clothDampingFactor[clothIdentifier];
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float velocityCoefficient = (1.f - dampingFactor);
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CollisionObjectIndices collisionObjectIndices = g_perClothCollisionObjectIndices[clothIdentifier];
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if( collisionObjectIndices.firstObject != collisionObjectIndices.endObject )
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{
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velocity = float3(15, 0, 0);
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// We have some possible collisions to deal with
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for( int collision = collisionObjectIndices.firstObject; collision < collisionObjectIndices.endObject; ++collision )
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{
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CollisionShapeDescription shapeDescription = g_collisionObjectDetails[collision];
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float colliderFriction = shapeDescription.friction;
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if( shapeDescription.collisionShapeType == CAPSULE_SHAPE_PROXYTYPE )
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{
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// Colliding with a capsule
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float capsuleHalfHeight = shapeDescription.halfHeight;
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float capsuleRadius = shapeDescription.radius;
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float capsuleMargin = shapeDescription.margin;
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float4x4 worldTransform = shapeDescription.shapeTransform;
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float4 c1 = float4(0.f, -capsuleHalfHeight, 0.f, 1.f);
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float4 c2 = float4(0.f, +capsuleHalfHeight, 0.f, 1.f);
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float4 worldC1 = mul(worldTransform, c1);
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float4 worldC2 = mul(worldTransform, c2);
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float3 segment = (worldC2 - worldC1).xyz;
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// compute distance of tangent to vertex along line segment in capsule
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float distanceAlongSegment = -( dot( (worldC1 - position).xyz, segment ) / dot(segment, segment) );
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float4 closestPoint = (worldC1 + float4(segment * distanceAlongSegment, 0.f));
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float distanceFromLine = length(position - closestPoint);
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float distanceFromC1 = length(worldC1 - position);
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float distanceFromC2 = length(worldC2 - position);
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// Final distance from collision, point to push from, direction to push in
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// for impulse force
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float dist;
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float3 normalVector;
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if( distanceAlongSegment < 0 )
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{
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dist = distanceFromC1;
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normalVector = normalize(position - worldC1).xyz;
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} else if( distanceAlongSegment > 1.f ) {
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dist = distanceFromC2;
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normalVector = normalize(position - worldC2).xyz;
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} else {
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dist = distanceFromLine;
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normalVector = normalize(position - closestPoint).xyz;
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}
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float3 colliderLinearVelocity = shapeDescription.linearVelocity.xyz;
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float3 colliderAngularVelocity = shapeDescription.angularVelocity.xyz;
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float3 velocityOfSurfacePoint = colliderLinearVelocity + cross(colliderAngularVelocity, position.xyz - worldTransform._m03_m13_m23);
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float minDistance = capsuleRadius + capsuleMargin;
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// In case of no collision, this is the value of velocity
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velocity = (position - previousPosition).xyz * velocityCoefficient * isolverdt;
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// Check for a collision
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if( dist < minDistance )
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{
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// Project back to surface along normal
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position = position + float4((minDistance - dist)*normalVector*0.9, 0.f);
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velocity = (position - previousPosition).xyz * velocityCoefficient * isolverdt;
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float3 relativeVelocity = velocity - velocityOfSurfacePoint;
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float3 p1 = normalize(cross(normalVector, segment));
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float3 p2 = normalize(cross(p1, normalVector));
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// Full friction is sum of velocities in each direction of plane
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float3 frictionVector = p1*dot(relativeVelocity, p1) + p2*dot(relativeVelocity, p2);
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// Real friction is peak friction corrected by friction coefficients
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frictionVector = frictionVector * (colliderFriction*clothFriction);
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float approachSpeed = dot(relativeVelocity, normalVector);
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if( approachSpeed <= 0.0 )
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forceOnVertex -= frictionVector;
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}
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}
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}
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} else {
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// Update velocity
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float3 difference = position.xyz - previousPosition.xyz;
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velocity = difference*velocityCoefficient*isolverdt;
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}
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g_vertexVelocities[nodeID] = float4(velocity, 0.f);
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// Update external force
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g_vertexForces[nodeID] = float4(forceOnVertex, 0.f);
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g_vertexPositions[nodeID] = float4(position.xyz, 0.f);
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}
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}
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);
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