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https://github.com/copyrighttxt/watrbx-game-engine.git
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GEEKING
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@@ -0,0 +1,98 @@
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MSTRINGIFY(
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cbuffer UpdateSoftBodiesCB : register( b0 )
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{
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unsigned int numNodes;
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unsigned int startFace;
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unsigned int numFaces;
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float epsilon;
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};
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// Node indices for each link
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StructuredBuffer<int4> g_triangleVertexIndexSet : register( t0 );
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StructuredBuffer<float4> g_vertexPositions : register( t1 );
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StructuredBuffer<int> g_vertexTriangleCount : register( t2 );
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RWStructuredBuffer<float4> g_vertexNormals : register( u0 );
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RWStructuredBuffer<float> g_vertexArea : register( u1 );
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RWStructuredBuffer<float4> g_triangleNormals : register( u2 );
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RWStructuredBuffer<float> g_triangleArea : register( u3 );
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[numthreads(128, 1, 1)]
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void
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ResetNormalsAndAreasKernel( uint3 Gid : SV_GroupID, uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID, uint GI : SV_GroupIndex )
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{
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if( DTid.x < numNodes )
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{
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g_vertexNormals[DTid.x] = float4(0.0f, 0.0f, 0.0f, 0.0f);
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g_vertexArea[DTid.x] = 0.0f;
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}
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}
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[numthreads(128, 1, 1)]
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void
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UpdateSoftBodiesKernel( 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 faceID = DTid.x + startFace;
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if( DTid.x < numFaces )
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{
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int4 triangleIndexSet = g_triangleVertexIndexSet[ faceID ];
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int nodeIndex0 = triangleIndexSet.x;
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int nodeIndex1 = triangleIndexSet.y;
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int nodeIndex2 = triangleIndexSet.z;
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float3 node0 = g_vertexPositions[nodeIndex0].xyz;
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float3 node1 = g_vertexPositions[nodeIndex1].xyz;
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float3 node2 = g_vertexPositions[nodeIndex2].xyz;
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float3 nodeNormal0 = g_vertexNormals[nodeIndex0].xyz;
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float3 nodeNormal1 = g_vertexNormals[nodeIndex1].xyz;
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float3 nodeNormal2 = g_vertexNormals[nodeIndex2].xyz;
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float vertexArea0 = g_vertexArea[nodeIndex0];
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float vertexArea1 = g_vertexArea[nodeIndex1];
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float vertexArea2 = g_vertexArea[nodeIndex2];
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float3 vector0 = node1 - node0;
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float3 vector1 = node2 - node0;
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float3 faceNormal = cross(vector0.xyz, vector1.xyz);
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float triangleArea = length(faceNormal);
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nodeNormal0 = nodeNormal0 + faceNormal;
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nodeNormal1 = nodeNormal1 + faceNormal;
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nodeNormal2 = nodeNormal2 + faceNormal;
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vertexArea0 = vertexArea0 + triangleArea;
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vertexArea1 = vertexArea1 + triangleArea;
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vertexArea2 = vertexArea2 + triangleArea;
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g_triangleNormals[faceID] = float4(normalize(faceNormal), 0.f);
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g_vertexNormals[nodeIndex0] = float4(nodeNormal0, 0.f);
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g_vertexNormals[nodeIndex1] = float4(nodeNormal1, 0.f);
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g_vertexNormals[nodeIndex2] = float4(nodeNormal2, 0.f);
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g_triangleArea[faceID] = triangleArea;
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g_vertexArea[nodeIndex0] = vertexArea0;
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g_vertexArea[nodeIndex1] = vertexArea1;
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g_vertexArea[nodeIndex2] = vertexArea2;
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}
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}
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[numthreads(128, 1, 1)]
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void
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NormalizeNormalsAndAreasKernel( uint3 Gid : SV_GroupID, uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID, uint GI : SV_GroupIndex )
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{
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if( DTid.x < numNodes )
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{
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float4 normal = g_vertexNormals[DTid.x];
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float area = g_vertexArea[DTid.x];
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int numTriangles = g_vertexTriangleCount[DTid.x];
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float vectorLength = length(normal);
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g_vertexNormals[DTid.x] = normalize(normal);
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g_vertexArea[DTid.x] = area/float(numTriangles);
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}
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}
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);
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