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| // Copyright (c) 2013-2017 NVIDIA Corporation. All rights reserved. | |
| #include "flexExt_dx_common.h" | |
| #define kNumThreadsPerBlock 256 | |
| cbuffer consts : register(b0) { FlexExtConstParams gParams; }; | |
| namespace UpdateForceFields | |
| { | |
| StructuredBuffer<float4> positions : register(t0); | |
| StructuredBuffer<FlexExtForceFieldD3D> forceFields : register(t1); | |
| RWStructuredBuffer<float4> velocities : register(u0); | |
| [numthreads(kNumThreadsPerBlock, 1, 1)] void execute(uint3 globalIdx : SV_DispatchThreadID) | |
| { | |
| const int i = globalIdx.x; | |
| const int numParticles = gParams.kNumParticles; | |
| const int numForceFields = gParams.kNumForceFields; | |
| const float dt = gParams.kDt; | |
| for (int f = 0; f < numForceFields; f++) | |
| { | |
| const FlexExtForceFieldD3D forceField = forceFields[f]; | |
| if (i < numParticles) | |
| { | |
| const int index = i; | |
| float4 p = positions[index]; | |
| float3 v = velocities[index].xyz; | |
| float3 localPos = float3(p.x, p.y, p.z) - float3(forceField.mPosition[0], forceField.mPosition[1], forceField.mPosition[2]); | |
| float dist = length(localPos); | |
| if (dist >= forceField.mRadius) | |
| { | |
| continue; | |
| } | |
| float3 fieldDir; | |
| if (dist > 0.0f) | |
| { | |
| fieldDir = localPos / dist; | |
| } | |
| else | |
| { | |
| fieldDir = localPos; | |
| } | |
| // If using linear falloff, scale with distance. | |
| float fieldStrength = forceField.mStrength; | |
| if (forceField.mLinearFalloff) | |
| { | |
| fieldStrength *= (1.0f - (dist / forceField.mRadius)); | |
| } | |
| // Apply force | |
| float3 force = localPos * fieldStrength; | |
| float unitMultiplier; | |
| if (forceField.mMode == eNvFlexExtModeForce) | |
| { | |
| unitMultiplier = dt * p.w; // time/mass | |
| } | |
| else if (forceField.mMode == eNvFlexExtModeImpulse) | |
| { | |
| unitMultiplier = p.w; // 1/mass | |
| } | |
| else if (forceField.mMode == eNvFlexExtModeVelocityChange) | |
| { | |
| unitMultiplier = 1.0f; | |
| } | |
| float3 deltaVelocity = fieldDir * fieldStrength * unitMultiplier; | |
| velocities[index] = float4(v + deltaVelocity, 0.0f); | |
| } | |
| } | |
| } | |
| } | |