This commit is contained in:
watrabi
2025-09-18 17:55:52 -04:00
commit 977f1ff4b8
15030 changed files with 17324420 additions and 0 deletions
@@ -0,0 +1,95 @@
MSTRINGIFY(
cbuffer ApplyForcesCB : register( b0 )
{
unsigned int numNodes;
float solverdt;
float epsilon;
int padding3;
};
StructuredBuffer<int> g_vertexClothIdentifier : register( t0 );
StructuredBuffer<float4> g_vertexNormal : register( t1 );
StructuredBuffer<float> g_vertexArea : register( t2 );
StructuredBuffer<float> g_vertexInverseMass : register( t3 );
// TODO: These could be combined into a lift/drag factor array along with medium density
StructuredBuffer<float> g_clothLiftFactor : register( t4 );
StructuredBuffer<float> g_clothDragFactor : register( t5 );
StructuredBuffer<float4> g_clothWindVelocity : register( t6 );
StructuredBuffer<float4> g_clothAcceleration : register( t7 );
StructuredBuffer<float> g_clothMediumDensity : register( t8 );
RWStructuredBuffer<float4> g_vertexForceAccumulator : register( u0 );
RWStructuredBuffer<float4> g_vertexVelocity : register( u1 );
float3 projectOnAxis( float3 v, float3 a )
{
return (a*dot(v, a));
}
[numthreads(128, 1, 1)]
void
ApplyForcesKernel( uint3 Gid : SV_GroupID, uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID, uint GI : SV_GroupIndex )
{
unsigned int nodeID = DTid.x;
if( nodeID < numNodes )
{
int clothId = g_vertexClothIdentifier[nodeID];
float nodeIM = g_vertexInverseMass[nodeID];
if( nodeIM > 0.0f )
{
float3 nodeV = g_vertexVelocity[nodeID].xyz;
float3 normal = g_vertexNormal[nodeID].xyz;
float area = g_vertexArea[nodeID];
float3 nodeF = g_vertexForceAccumulator[nodeID].xyz;
// Read per-cloth values
float3 clothAcceleration = g_clothAcceleration[clothId].xyz;
float3 clothWindVelocity = g_clothWindVelocity[clothId].xyz;
float liftFactor = g_clothLiftFactor[clothId];
float dragFactor = g_clothDragFactor[clothId];
float mediumDensity = g_clothMediumDensity[clothId];
// Apply the acceleration to the cloth rather than do this via a force
nodeV += (clothAcceleration*solverdt);
g_vertexVelocity[nodeID] = float4(nodeV, 0.f);
float3 relativeWindVelocity = nodeV - clothWindVelocity;
float relativeSpeedSquared = dot(relativeWindVelocity, relativeWindVelocity);
if( relativeSpeedSquared > epsilon )
{
// Correct direction of normal relative to wind direction and get dot product
normal = normal * (dot(normal, relativeWindVelocity) < 0 ? -1.f : 1.f);
float dvNormal = dot(normal, relativeWindVelocity);
if( dvNormal > 0 )
{
float3 force = float3(0.f, 0.f, 0.f);
float c0 = area * dvNormal * relativeSpeedSquared / 2.f;
float c1 = c0 * mediumDensity;
force += normal * (-c1 * liftFactor);
force += normalize(relativeWindVelocity)*(-c1 * dragFactor);
float dtim = solverdt * nodeIM;
float3 forceDTIM = force * dtim;
float3 nodeFPlusForce = nodeF + force;
// m_nodesf[i] -= ProjectOnAxis(m_nodesv[i], force.normalized())/dtim;
float3 nodeFMinus = nodeF - (projectOnAxis(nodeV, normalize(force))/dtim);
nodeF = nodeFPlusForce;
if( dot(forceDTIM, forceDTIM) > dot(nodeV, nodeV) )
nodeF = nodeFMinus;
g_vertexForceAccumulator[nodeID] = float4(nodeF, 0.0f);
}
}
}
}
}
);