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Ported Bullet to the mod loader system; needs further work
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MSTRINGIFY(
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cbuffer UpdateVelocitiesFromPositionsWithVelocitiesCB : register( b0 )
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{
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int numNodes;
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float isolverdt;
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int padding1;
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int padding2;
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};
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StructuredBuffer<float4> g_vertexPositions : register( t0 );
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StructuredBuffer<float4> g_vertexPreviousPositions : register( t1 );
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StructuredBuffer<int> g_vertexClothIndices : register( t2 );
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StructuredBuffer<float> g_clothVelocityCorrectionCoefficients : register( t3 );
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StructuredBuffer<float> g_clothDampingFactor : register( t4 );
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RWStructuredBuffer<float4> g_vertexVelocities : register( u0 );
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RWStructuredBuffer<float4> g_vertexForces : register( u1 );
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[numthreads(128, 1, 1)]
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void
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updateVelocitiesFromPositionsWithVelocitiesKernel( uint3 Gid : SV_GroupID, uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID, uint GI : SV_GroupIndex )
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{
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int nodeID = DTid.x;
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if( nodeID < numNodes )
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{
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float3 position = g_vertexPositions[nodeID].xyz;
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float3 previousPosition = g_vertexPreviousPositions[nodeID].xyz;
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float3 velocity = g_vertexVelocities[nodeID].xyz;
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int clothIndex = g_vertexClothIndices[nodeID];
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float velocityCorrectionCoefficient = g_clothVelocityCorrectionCoefficients[clothIndex];
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float dampingFactor = g_clothDampingFactor[clothIndex];
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float velocityCoefficient = (1.f - dampingFactor);
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float3 difference = position - previousPosition;
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velocity += difference*velocityCorrectionCoefficient*isolverdt;
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// Damp the velocity
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velocity *= velocityCoefficient;
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g_vertexVelocities[nodeID] = float4(velocity, 0.f);
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g_vertexForces[nodeID] = float4(0.f, 0.f, 0.f, 0.f);
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}
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}
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);
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