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LNXSDK/lib/haxejolt/JoltPhysics/Jolt/Shaders/HairIntegrate.h
2026-03-04 00:50:15 -08:00

89 lines
3.4 KiB
C

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2026 Jorrit Rouwe
// SPDX-License-Identifier: MIT
float DeltaDensity(uint inIndex)
{
return gVelocityAndDensity[inIndex].w - gNeutralDensity[inIndex];
}
void ApplyGrid(JPH_IN(JPH_HairPosition) inPos, JPH_IN_OUT(JPH_HairVelocity) ioVel, JPH_IN(JPH_HairMaterial) inMaterial, float inStrandFraction)
{
if (!inMaterial.mEnableGrid)
return;
// Convert position to grid index and fraction
uint3 index;
float3 ma;
GridPositionToIndexAndFraction(inPos.mPosition, index, ma);
float3 a = float3(1, 1, 1) - ma;
// Get average velocity at the vertex position (trilinear sample)
float3 velocity;
uint3 stride = cGridStride;
uint adr_000 = GridIndexToBufferIndex(index);
uint adr_100 = adr_000 + 1;
uint adr_010 = adr_000 + stride.y;
uint adr_110 = adr_010 + 1;
velocity = gVelocityAndDensity[adr_000].xyz * ( a.x * a.y * a.z);
velocity += gVelocityAndDensity[adr_100].xyz * (ma.x * a.y * a.z);
velocity += gVelocityAndDensity[adr_010].xyz * ( a.x * ma.y * a.z);
velocity += gVelocityAndDensity[adr_110].xyz * (ma.x * ma.y * a.z);
velocity += gVelocityAndDensity[adr_000 + stride.z].xyz * ( a.x * a.y * ma.z);
velocity += gVelocityAndDensity[adr_100 + stride.z].xyz * (ma.x * a.y * ma.z);
velocity += gVelocityAndDensity[adr_010 + stride.z].xyz * ( a.x * ma.y * ma.z);
velocity += gVelocityAndDensity[adr_110 + stride.z].xyz * (ma.x * ma.y * ma.z);
// Drive towards the average velocity of the cell
ioVel.mVelocity += GradientSamplerSample(inMaterial.mGridVelocityFactor, inStrandFraction) * (velocity - ioVel.mVelocity);
// Calculate force to go towards neutral density
// Based on eq 3 of Volumetric Methods for Simulation and Rendering of Hair - Lena Petrovic, Mark Henne and John Anderson
float dd000 = DeltaDensity(adr_000);
float dd100 = DeltaDensity(adr_100);
float dd010 = DeltaDensity(adr_010);
float dd110 = DeltaDensity(adr_110);
float dd001 = DeltaDensity(adr_000 + stride.z);
float dd101 = DeltaDensity(adr_100 + stride.z);
float dd011 = DeltaDensity(adr_010 + stride.z);
float dd111 = DeltaDensity(adr_110 + stride.z);
float3 force = float3(
a.y * a.z * (dd000 - dd100)
+ ma.y * a.z * (dd010 - dd110)
+ a.y * ma.z * (dd001 - dd101)
+ ma.y * ma.z * (dd011 - dd111),
a.x * a.z * (dd000 - dd010)
+ ma.x * a.z * (dd100 - dd110)
+ a.x * ma.z * (dd001 - dd011)
+ ma.x * ma.z * (dd101 - dd111),
a.x * a.y * (dd000 - dd001)
+ ma.x * a.y * (dd100 - dd101)
+ a.x * ma.y * (dd010 - dd011)
+ ma.x * ma.y * (dd110 - dd111));
ioVel.mVelocity += inMaterial.mGridDensityForceFactor * force * cDeltaTime; // / mass, but mass is 1
}
void Integrate(JPH_IN_OUT(JPH_HairPosition) ioPos, JPH_IN(JPH_HairVelocity) inVel, JPH_IN(JPH_HairMaterial) inMaterial, float inStrandFraction)
{
JPH_HairVelocity vel = inVel;
// Gravity
vel.mVelocity += cSubStepGravity * GradientSamplerSample(inMaterial.mGravityFactor, inStrandFraction);
// Damping
vel.mVelocity *= inMaterial.mExpLinearDampingDeltaTime;
vel.mAngularVelocity *= inMaterial.mExpAngularDampingDeltaTime;
// Integrate position
ioPos.mPosition += vel.mVelocity * cDeltaTime;
// Integrate rotation
JPH_Quat rotation = ioPos.mRotation;
JPH_Quat delta_rotation = cHalfDeltaTime * JPH_QuatImaginaryMulQuat(vel.mAngularVelocity, rotation);
ioPos.mRotation = normalize(rotation + delta_rotation);
}