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- // 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);
- }
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