| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364 |
- // 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);
- }
|