blob: 0d9bdc3ca4ecac644228e6b792e187db6e26ebc9 [file] [log] [blame]
#pragma version(1)
#pragma rs java_package_name(com.example.android.rs.balls)
#include "balls.rsh"
float2 gGravityVector = {0.f, 9.8f};
float2 gMinPos = {0.f, 0.f};
float2 gMaxPos = {1280.f, 700.f};
static float2 touchPos[10];
static float touchPressure[10];
void touch(float x, float y, float pressure, int id) {
if (id >= 10) {
return;
}
touchPos[id].x = x;
touchPos[id].y = y;
touchPressure[id] = pressure;
}
void root(const Ball_t *ballIn, Ball_t *ballOut, const BallControl_t *ctl, uint32_t x) {
float2 fv = {0, 0};
float2 pos = ballIn->position;
int arcID = -1;
float arcInvStr = 100000;
const Ball_t * bPtr = rsGetElementAt(ctl->ain, 0);
for (uint32_t xin = 0; xin < ctl->dimX; xin++) {
float2 vec = bPtr[xin].position - pos;
float2 vec2 = vec * vec;
float len2 = vec2.x + vec2.y;
if (len2 < 10000) {
//float minDist = ballIn->size + bPtr[xin].size;
float forceScale = ballIn->size * bPtr[xin].size;
forceScale *= forceScale;
if (len2 > 16 /* (minDist*minDist)*/) {
// Repulsion
float len = sqrt(len2);
fv -= (vec / (len * len * len)) * 20000.f * forceScale;
} else {
if (len2 < 1) {
if (xin == x) {
continue;
}
ballOut->delta = 0.f;
ballOut->position = ballIn->position;
if (xin > x) {
ballOut->position.x += 1.f;
} else {
ballOut->position.x -= 1.f;
}
//ballOut->color.rgb = 1.f;
//ballOut->arcID = -1;
//ballOut->arcStr = 0;
continue;
}
// Collision
float2 axis = normalize(vec);
float e1 = dot(axis, ballIn->delta);
float e2 = dot(axis, bPtr[xin].delta);
float e = (e1 - e2) * 0.45f;
if (e1 > 0) {
fv -= axis * e;
} else {
fv += axis * e;
}
}
}
}
fv /= ballIn->size * ballIn->size * ballIn->size;
fv -= gGravityVector * 4.f;
fv *= ctl->dt;
for (int i=0; i < 10; i++) {
if (touchPressure[i] > 0.1f) {
float2 vec = touchPos[i] - ballIn->position;
float2 vec2 = vec * vec;
float len2 = max(2.f, vec2.x + vec2.y);
fv -= (vec / len2) * touchPressure[i] * 300.f;
}
}
ballOut->delta = (ballIn->delta * (1.f - 0.004f)) + fv;
ballOut->position = ballIn->position + (ballOut->delta * ctl->dt);
const float wallForce = 400.f;
if (ballOut->position.x > (gMaxPos.x - 20.f)) {
float d = gMaxPos.x - ballOut->position.x;
if (d < 0.f) {
if (ballOut->delta.x > 0) {
ballOut->delta.x *= -0.7;
}
ballOut->position.x = gMaxPos.x;
} else {
ballOut->delta.x -= min(wallForce / (d * d), 10.f);
}
}
if (ballOut->position.x < (gMinPos.x + 20.f)) {
float d = ballOut->position.x - gMinPos.x;
if (d < 0.f) {
if (ballOut->delta.x < 0) {
ballOut->delta.x *= -0.7;
}
ballOut->position.x = gMinPos.x + 1.f;
} else {
ballOut->delta.x += min(wallForce / (d * d), 10.f);
}
}
if (ballOut->position.y > (gMaxPos.y - 20.f)) {
float d = gMaxPos.y - ballOut->position.y;
if (d < 0.f) {
if (ballOut->delta.y > 0) {
ballOut->delta.y *= -0.7;
}
ballOut->position.y = gMaxPos.y;
} else {
ballOut->delta.y -= min(wallForce / (d * d), 10.f);
}
}
if (ballOut->position.y < (gMinPos.y + 20.f)) {
float d = ballOut->position.y - gMinPos.y;
if (d < 0.f) {
if (ballOut->delta.y < 0) {
ballOut->delta.y *= -0.7;
}
ballOut->position.y = gMinPos.y + 1.f;
} else {
ballOut->delta.y += min(wallForce / (d * d * d), 10.f);
}
}
ballOut->size = ballIn->size;
//rsDebug("physics pos out", ballOut->position);
}