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

65 lines
3.0 KiB
C

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2026 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include "HairApplyGlobalPose.h"
void ApplyCollisionAndUpdateVelocity(uint inVtx, JPH_IN_OUT(JPH_HairPosition) ioPos, JPH_IN(JPH_HairPosition) inPreviousPos, JPH_IN(JPH_HairMaterial) inMaterial, float inStrandFraction, JPH_OUT(JPH_HairVelocity) outVel)
{
// Update velocities
outVel.mVelocity = (ioPos.mPosition - inPreviousPos.mPosition) / cDeltaTime;
outVel.mAngularVelocity = cTwoDivDeltaTime * JPH_QuatMulQuat(ioPos.mRotation, JPH_QuatConjugate(inPreviousPos.mRotation)).xyz;
if (inMaterial.mEnableCollision)
{
// Calculate closest point on the collision plane
JPH_HairCollisionPlane plane = gCollisionPlanes[inVtx];
float distance_to_plane = JPH_PlaneSignedDistance(plane.mPlane, ioPos.mPosition);
float3 contact_normal = JPH_PlaneGetNormal(plane.mPlane);
float3 point_on_plane = ioPos.mPosition - distance_to_plane * contact_normal;
// Calculate how much the plane moved in this time step
JPH_HairCollisionShape shape = gCollisionShapes[plane.mShapeIndex];
float3 plane_velocity = shape.mLinearVelocity + cross(shape.mAngularVelocity, point_on_plane - shape.mCenterOfMass);
float plane_movement = dot(plane_velocity, contact_normal) * cAccumulatedDeltaTime;
float projected_distance = -distance_to_plane + plane_movement + GradientSamplerSample(inMaterial.mHairRadius, inStrandFraction);
if (projected_distance > 0.0f)
{
// Resolve penetration
ioPos.mPosition += contact_normal * projected_distance;
// Only update velocity when moving towards each other
float3 v_relative = outVel.mVelocity - plane_velocity;
float v_relative_dot_normal = dot(contact_normal, v_relative);
if (v_relative_dot_normal < 0.0f)
{
// Calculate normal and tangential velocity (equation 30)
float3 v_normal = contact_normal * v_relative_dot_normal;
float3 v_tangential = v_relative - v_normal;
float v_tangential_length = length(v_tangential);
// Apply friction as described in Detailed Rigid Body Simulation with Extended Position Based Dynamics - Matthias Muller et al. (modified equation 31)
if (v_tangential_length > 0.0f)
outVel.mVelocity -= v_tangential * min(inMaterial.mFriction * projected_distance / (v_tangential_length * cDeltaTime), 1.0f);
// Apply restitution of zero (equation 35)
outVel.mVelocity -= v_normal;
}
}
}
}
void LimitVelocity(JPH_IN_OUT(JPH_HairVelocity) ioVel, JPH_IN(JPH_HairMaterial) inMaterial)
{
// Limit linear velocity
float linear_velocity_sq = dot(ioVel.mVelocity, ioVel.mVelocity);
if (linear_velocity_sq > inMaterial.mMaxLinearVelocitySq)
ioVel.mVelocity *= sqrt(inMaterial.mMaxLinearVelocitySq / linear_velocity_sq);
// Limit angular velocity
float angular_velocity_sq = dot(ioVel.mAngularVelocity, ioVel.mAngularVelocity);
if (angular_velocity_sq > inMaterial.mMaxAngularVelocitySq)
ioVel.mAngularVelocity *= sqrt(inMaterial.mMaxAngularVelocitySq / angular_velocity_sq);
}