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Ported Bullet to the mod loader system; needs further work
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MSTRINGIFY(
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cbuffer VSolveLinksCB : register( b0 )
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{
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int startLink;
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int numLinks;
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float kst;
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int padding;
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};
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// Node indices for each link
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StructuredBuffer<int2> g_linksVertexIndices : register( t0 );
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StructuredBuffer<float> g_linksLengthRatio : register( t1 );
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StructuredBuffer<float4> g_linksCurrentLength : register( t2 );
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StructuredBuffer<float> g_vertexInverseMass : register( t3 );
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RWStructuredBuffer<float4> g_vertexVelocity : register( u0 );
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[numthreads(128, 1, 1)]
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void
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VSolveLinksKernel( 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 linkID = DTid.x + startLink;
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if( DTid.x < numLinks )
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{
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int2 nodeIndices = g_linksVertexIndices[linkID];
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int node0 = nodeIndices.x;
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int node1 = nodeIndices.y;
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float linkLengthRatio = g_linksLengthRatio[linkID];
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float3 linkCurrentLength = g_linksCurrentLength[linkID].xyz;
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float3 vertexVelocity0 = g_vertexVelocity[node0].xyz;
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float3 vertexVelocity1 = g_vertexVelocity[node1].xyz;
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float vertexInverseMass0 = g_vertexInverseMass[node0];
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float vertexInverseMass1 = g_vertexInverseMass[node1];
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float3 nodeDifference = vertexVelocity0 - vertexVelocity1;
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float dotResult = dot(linkCurrentLength, nodeDifference);
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float j = -dotResult*linkLengthRatio*kst;
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float3 velocityChange0 = linkCurrentLength*(j*vertexInverseMass0);
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float3 velocityChange1 = linkCurrentLength*(j*vertexInverseMass1);
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vertexVelocity0 += velocityChange0;
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vertexVelocity1 -= velocityChange1;
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g_vertexVelocity[node0] = float4(vertexVelocity0, 0.f);
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g_vertexVelocity[node1] = float4(vertexVelocity1, 0.f);
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}
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}
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);
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