Jorrit Rouwe 2 недель назад
Родитель
Сommit
87a0cedddd
3 измененных файлов с 17 добавлено и 2 удалено
  1. 1 0
      Build/README.md
  2. 9 1
      Docs/ReleaseNotes.md
  3. 7 1
      README.md

+ 1 - 0
Build/README.md

@@ -42,6 +42,7 @@ There are a number of user configurable defines that turn on/off certain feature
 		<li>JPH_USE_DX12 - Implement the DX12 version of ComputeSystem.</li>
 		<li>JPH_USE_VK - Implement the Vulkan version of ComputeSystem.</li>
 		<li>JPH_USE_MTL - Implement the Metal version of ComputeSystem.</li>
+		<li>JPH_USE_CPU_COMPUTE - Implement the CPU fallback version of ComputeSystem (mainly for debugging purposes).</li>
 	</ul>
 </details>
 

+ 9 - 1
Docs/ReleaseNotes.md

@@ -6,7 +6,15 @@ For breaking API changes see [this document](https://github.com/jrouwe/JoltPhysi
 
 ### New functionality
 
-* Added interface to run compute shaders on the GPU with implementations for DX12, Vulkan and Metal. These interfaces can be disabled by setting `JPH_USE_DX12`, `JPH_USE_VK` and `JPH_USE_MTL` to `OFF`. To build on macOS, you'll need to have dxc and spirv-cross installed. The easiest way to install them is by installing the Vulkan SDK.
+* Added interface to run compute shaders on the GPU with implementations for DX12, Vulkan and Metal. These interfaces can be disabled by setting `JPH_USE_DX12`, `JPH_USE_VK`, `JPH_USE_MTL` and `JPH_USE_CPU_COMPUTE` to `OFF`. To build on macOS, you'll need to have dxc and spirv-cross installed. The easiest way to install them is by installing the Vulkan SDK.
+* Added a strand based hair simulation running on GPU
+	* System is based on Cosserad rods.
+	* Can use long range attachment constraints to limit the stretch of hairs.
+	* Supports simulation (guide) and render (follow) hairs.
+	* Hair vs hair collision is handled by accumulating the average velocity in a grid and using those velocities to drive hairs.
+	* Supports collision with the environment, although it only supports ConvexHull and CompoundShapes at the moment.
+	* The roots of the hairs can be skinned to the scalp mesh.
+	* Note that this is still work in progress, some things that still need to be done are listed in Hair.h.
 
 ### Bug Fixes
 

+ 7 - 1
README.md

@@ -86,7 +86,13 @@ Why create yet another physics engine? Firstly, it has been a personal learning
 	* Internal pressure.
 	* Collision with simulated rigid bodies.
 	* Collision tests against soft bodies.
-* A GPU based hair simulation.
+* A strand based hair simulation running on GPU
+	* System is based on Cosserad rods.
+	* Can use long range attachment constraints to limit the stretch of hairs.
+	* Supports simulation (guide) and render (follow) hairs.
+	* Hair vs hair collision is handled by accumulating the average velocity in a grid and using those velocities to drive hairs.
+	* Supports collision with the environment, although it only supports ConvexHull and CompoundShapes at the moment.
+	* The roots of the hairs can be skinned to the scalp mesh.
 * Water buoyancy calculations.
 * An optional double precision mode that allows large worlds.