#version 450
layout(local_size_x = 256) in;
struct InstanceData {
mat4 model;
vec4 color;
vec4 mat_props;
vec4 velocity; // xyz = vel, w = bounciness
vec4 angular_velocity; // xyz = ang_vel, w = friction
vec4 physic_props; // x = type, y = mass, z = gravity_scale, w = grid_hack
};
layout(std430, set = 0, binding = 0) readonly buffer ReadBuffer {
InstanceData data[];
} read_buf;
layout(std430, set = 0, binding = 1) writeonly buffer WriteBuffer {
InstanceData data[];
} write_buf;
layout(push_constant) uniform PushConstants {
float dt;
uint total_objects;
uint offset;
uint count;
uint num_big_objects;
uint _pad[3];
vec4 global_gravity;
} pc;
void main() {
uint i = gl_GlobalInvocationID.x + pc.offset;
if (i >= pc.offset + pc.count) return;
InstanceData me = read_buf.data[i];
float mass = me.physic_props.y;
if (mass <= 0.0) {
write_buf.data[i] = me;
return;
}
vec3 pos = me.model[3].xyz;
vec3 vel = me.velocity.xyz;
vec3 ang_vel = vec3(0.0);
float type = me.physic_props.x;
float dt = pc.dt;
vec3 scaleA = vec3(length(me.model[0].xyz), length(me.model[1].xyz), length(me.model[2].xyz));
vec3 halfA = scaleA * 0.5;
mat3 rotA = mat3(me.model[0].xyz / scaleA.x, me.model[1].xyz / scaleA.y, me.model[2].xyz / scaleA.z);
vel.y -= 9.81 * me.physic_props.z * dt;
pos += vel * dt;
for (uint j = 0; j < pc.total_objects; ++j) {
if (i == j) continue;
InstanceData other = read_buf.data[j];
vec3 o_pos = other.model[3].xyz;
vec3 delta = o_pos - pos;
vec3 o_scale = vec3(length(other.model[0].xyz), length(other.model[1].xyz), length(other.model[2].xyz));
vec3 halfB = o_scale * 0.5;
float o_type = other.physic_props.x;
float boundA = (type > 0.5) ? scaleA.x : length(halfA);
float boundB = (o_type > 0.5) ? o_scale.x : length(halfB);
if (dot(delta, delta) > pow(boundA + boundB, 2.0)) continue;
mat3 rotB = mat3(other.model[0].xyz / o_scale.x, other.model[1].xyz / o_scale.y, other.model[2].xyz / o_scale.z);
vec3 normal = vec3(0.0);
float overlap = 0.0;
vec3 world_contact = vec3(0.0);
// Sphere - Sphere
if (type > 0.5 && o_type > 0.5) {
float d = length(delta);
float sum_r = scaleA.x + o_scale.x;
if (d < sum_r) {
normal = -delta / max(d, 0.0001);
overlap = sum_r - d;
world_contact = pos - normal * scaleA.x;
}
}
// Box - Box
else if (type < 0.5 && o_type < 0.5) {
float min_overlap = 1e9;
vec3 best_axis;
bool separating = false;
vec3 axes[15];
axes[0] = rotA[0]; axes[1] = rotA[1]; axes[2] = rotA[2];
axes[3] = rotB[0]; axes[4] = rotB[1]; axes[5] = rotB[2];
axes[6] = cross(rotA[0], rotB[0]); axes[7] = cross(rotA[0], rotB[1]); axes[8] = cross(rotA[0], rotB[2]);
axes[9] = cross(rotA[1], rotB[0]); axes[10] = cross(rotA[1], rotB[1]); axes[11] = cross(rotA[1], rotB[2]);
axes[12] = cross(rotA[2], rotB[0]); axes[13] = cross(rotA[2], rotB[1]); axes[14] = cross(rotA[2], rotB[2]);
for (int a = 0; a < 15; a++) {
vec3 L = axes[a];
float lenSq = dot(L, L);
if (lenSq < 1e-6) continue;
L *= inversesqrt(lenSq);
float rA = halfA.x * abs(dot(rotA[0], L)) + halfA.y * abs(dot(rotA[1], L)) + halfA.z * abs(dot(rotA[2], L));
float rB = halfB.x * abs(dot(rotB[0], L)) + halfB.y * abs(dot(rotB[1], L)) + halfB.z * abs(dot(rotB[2], L));
float s = rA + rB - abs(dot(delta, L));
if (s <= 0.0) { separating = true; break; }
if (s < min_overlap) { min_overlap = s; best_axis = L; }
}
if (!separating) {
overlap = min_overlap;
normal = (dot(delta, best_axis) > 0.0) ? -best_axis : best_axis;
vec3 local_n = transpose(rotA) * (-normal);
if (abs(local_n.x) > 0.98) world_contact = pos + rotA[0] * (local_n.x * halfA.x);
else if (abs(local_n.y) > 0.98) world_contact = pos + rotA[1] * (local_n.y * halfA.y);
else if (abs(local_n.z) > 0.98) world_contact = pos + rotA[2] * (local_n.z * halfA.z);
else {
vec3 c_local = vec3(
(local_n.x > 0.0) ? halfA.x : -halfA.x,
(local_n.y > 0.0) ? halfA.y : -halfA.y,
(local_n.z > 0.0) ? halfA.z : -halfA.z
);
world_contact = pos + rotA * c_local;
}
}
}
// Box - Sphere
else {
bool i_is_box = (type < 0.5);
vec3 b_pos = i_is_box ? pos : o_pos;
vec3 s_pos = i_is_box ? o_pos : pos;
mat3 b_rot = i_is_box ? rotA : rotB;
vec3 b_half = i_is_box ? halfA : halfB;
float s_rad = i_is_box ? o_scale.x : scaleA.x;
vec3 local_s = transpose(b_rot) * (s_pos - b_pos);
vec3 closest = clamp(local_s, -b_half, b_half);
vec3 local_delta = local_s - closest;
float d = length(local_delta);
if (d < s_rad && d > 0.0001) {
overlap = s_rad - d;
normal = b_rot * (local_delta / d);
if (i_is_box) normal = -normal;
world_contact = b_rot * closest + b_pos;
}
}
if (overlap > 0.0) {
float o_mass = max(other.physic_props.y, 0.001);
float my_m = mass;
float ot_m = o_mass;
if (pos.y > o_pos.y + 0.1) { ot_m *= 10.0; }
else if (o_pos.y > pos.y + 0.1) { my_m *= 10.0; }
float total_m = my_m + ot_m;
float ratio = ot_m / total_m;
pos += normal * overlap * ratio * 0.95;
vec3 r_me = world_contact - pos;
vec3 r_ot = world_contact - o_pos;
float inertia = (type < 0.5) ? mass * dot(scaleA, scaleA) / 6.0 : 0.4 * mass * scaleA.x * scaleA.x;
float o_inertia = (o_type < 0.5) ? o_mass * dot(o_scale, o_scale) / 6.0 : 0.4 * o_mass * o_scale.x * o_scale.x;
vec3 v_rel = (vel + cross(ang_vel, r_me)) - (other.velocity.xyz + cross(other.angular_velocity.xyz, r_ot));
float v_sep = dot(v_rel, normal);
if (v_sep < 0.0) {
float K = (1.0/mass + 1.0/o_mass) + dot(normal, cross(cross(r_me, normal)/inertia, r_me)) + dot(normal, cross(cross(r_ot, normal)/o_inertia, r_ot));
float j = -(1.1 * v_sep) / K;
vec3 impulse = j * normal;
vel += impulse / mass;
v_rel = (vel + cross(ang_vel, r_me)) - (other.velocity.xyz + cross(other.angular_velocity.xyz, r_ot));
vec3 tangent = v_rel - dot(v_rel, normal) * normal;
if (length(tangent) > 0.01) {
vec3 t_dir = normalize(tangent);
float Kt = (1.0/mass + 1.0/o_mass) + dot(t_dir, cross(cross(r_me, t_dir)/inertia, r_me)) + dot(t_dir, cross(cross(r_ot, t_dir)/o_inertia, r_ot));
float jt = clamp(-dot(v_rel, t_dir) / Kt, -j * 0.5, j * 0.5);
vec3 f_imp = jt * t_dir;
vel += f_imp / mass;
}
}
}
}
float lowest_y = (type > 0.5) ? scaleA.x : (halfA.x * abs(rotA[0].y) + halfA.y * abs(rotA[1].y) + halfA.z * abs(rotA[2].y));
if (pos.y < lowest_y) {
pos.y = lowest_y;
if (vel.y < 0.0) {
vel.y *= -0.05;
vel.xz *= 0.8;
}
}
if (length(vel) < 0.02) {
vel = vec3(0,0,0);
}
write_buf.data[i].model[0] = vec4(rotA[0] * scaleA.x, 0.0);
write_buf.data[i].model[1] = vec4(rotA[1] * scaleA.y, 0.0);
write_buf.data[i].model[2] = vec4(rotA[2] * scaleA.z, 0.0);
write_buf.data[i].model[3] = vec4(pos, 1.0);
write_buf.data[i].velocity = vec4(vel, me.velocity.w);
write_buf.data[i].angular_velocity = vec4(0.0,0.0,0.0, me.angular_velocity.w);
write_buf.data[i].color = me.color;
write_buf.data[i].mat_props = me.mat_props;
write_buf.data[i].physic_props = me.physic_props;
}