// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and related documentation and // any modifications thereto. Any use, reproduction, disclosure, or // distribution of this software and related documentation without an express // license agreement from NVIDIA Corporation is strictly prohibited. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // 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 positions : register(t0); StructuredBuffer forceFields : register(t1); RWStructuredBuffer 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); } } } }