use crate::grid::grid::{GpuActiveBlockHeader, GpuGrid, GpuGridMetadata, GpuGridNode};
use crate::math::{GpuSim, Point};
use crate::rbd::dynamics::GpuBodySet;
use crate::rbd::shapes::GpuShape;
use slang_hal::backend::Backend;
use slang_hal::function::GpuFunction;
use slang_hal::{Shader, ShaderArgs};
use stensor::tensor::{GpuScalar, GpuTensor, GpuVector};
use crate::solver::{GpuBoundaryCondition, GpuMaterials, GpuSimulationParams, SimulationParams};
#[derive(Shader)]
#[shader(module = "slosh::solver::grid_update_collide")]
pub struct WgGridUpdateCollide<B: Backend> {
pub grid_update: GpuFunction<B>,
}
#[derive(ShaderArgs)]
struct GridUpdateCollideArgs<'a, B: Backend> {
params: &'a GpuScalar<SimulationParams, B>,
grid: &'a GpuScalar<GpuGridMetadata, B>,
active_blocks: &'a GpuVector<GpuActiveBlockHeader, B>,
body_materials: &'a GpuVector<GpuBoundaryCondition, B>,
collision_shapes: &'a GpuTensor<GpuShape, B>,
collision_shape_poses: &'a GpuTensor<GpuSim, B>,
collision_shape_vtx: &'a GpuTensor<Point<f32>, B>,
collision_shape_idx: &'a GpuTensor<u32, B>,
nodes: &'a GpuVector<GpuGridNode, B>,
}
impl<B: Backend> WgGridUpdateCollide<B> {
pub fn launch(
&self,
backend: &B,
pass: &mut B::Pass,
sim_params: &GpuSimulationParams<B>,
grid: &GpuGrid<B>,
bodies: &GpuBodySet<B>,
body_materials: &GpuMaterials<B>,
) -> Result<(), B::Error> {
if bodies.is_empty() {
return Ok(());
}
let args = GridUpdateCollideArgs {
params: &sim_params.params,
grid: &grid.meta,
active_blocks: &grid.active_blocks,
body_materials: &body_materials.materials,
collision_shapes: bodies.shapes(),
collision_shape_poses: bodies.poses(),
collision_shape_vtx: bodies.shapes_collision_vertices(),
collision_shape_idx: bodies.shapes_collision_indices(),
nodes: &grid.nodes,
};
self.grid_update.launch_indirect(
backend,
pass,
&args,
grid.indirect_n_g2p_p2g_groups.buffer(),
)
}
}