📄 collision_glass.cg
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//void main(float2 par_tri_coord : TEXCOORD0,
void main(float pindex : TEXCOORD0,
uniform samplerRECT attr_rect : TEXUNIT0,
//uniform samplerRECT tri_rect : TEXUNIT1,
uniform float4x4 mat_col,
uniform float4x4 mat_inv_col,
out float3 result : COLOR)
{
//
float k = 25000.0;
// float k = 20000.0;
float radius = 0.004;
const float GLASS_R = 0.05;
const float GLASS_BOTTOM = -0.0;
const float GLASS_TOP = 0.19;
//const float GLASS_BOTTOM = -0.05;
//const float GLASS_TOP = 0.14;
const float EPSILON = 0.000001f;
/*
float4 pp;
pp.xyz = f3texRECT(attr_rect, float2(pindex, 0));
pp.w = 1.0;
float3 vel = f3texRECT(attr_rect, float2(pindex, 1));
*/
float4 pp = float4(f3texRECT(attr_rect, float2(pindex, 0)), 1);
float3 vel = mul((float3x3)mat_col, f3texRECT(attr_rect, float2(pindex, 1)));
float3 pos = mul(mat_col, pp).xyz;
float dist = GLASS_R - sqrt(dot(pos.xy, pos.xy));
// float dist = GLASS_R - distance(pos.xy);//sqrt(dot(pos.xy, pos.xy))
float diff = 2.0*radius - dist;
float3 col_force = float3(0, 0, 0);
if (diff > EPSILON)
{
float3 n = -normalize(float3(pos.x, pos.y, 0.0));
float vel0 = dot(vel, n);
col_force += max(k*diff - 64.0*vel0, 0.0)*n;
}
//else result = float3(0.0, 0.0, 0.0);
/*
if (diff > EPSILON)
{
float3 n = -normalize(float3(pos.x, pos.y, 0.0));
float vel0 = dot(vel, n);
result = (k*diff - 64.0*vel0)*n;
}
else result = float3(0.0, 0.0, 0.0);*/
diff = 2.0f*radius - (pos.z - GLASS_BOTTOM);
// diff = 2.0f*radius - pos.z;// - GLASS_BOTTOM);
if (diff > EPSILON)
{
float3 n = float3(0, 0, 1);
float vel0 = dot(vel, n);//vec3_dot(&n, &sph->vel[i]);
col_force += max(k*diff - 64.0*vel0, 0.0)*n;
}
diff = 2.0f*radius - (GLASS_TOP - pos.z);
if (diff > EPSILON)
{
float3 n = float3(0, 0, -1);
float vel0 = dot(vel, n);
col_force += max(k*diff - 64.0*vel0, 0.0)*n;
}
result = mul((float3x3)mat_inv_col, col_force);
// result = col_force;//mul((float3x3)mat_inv_col, col_force);
}
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