blob: a8c781d28ff0f2833b67283753561737c8d3b308 [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];
static const float gDT = 1.f / 30.f;
rs_allocation gGrid;
rs_allocation gGridCache;
rs_allocation gBalls;
float gScale = 1.f;
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(Ball_t *ball, uint32_t x) {
float2 fv = 0;
float pressure = 0;
float2 pos = ball->position;
int2 gridPos[9];
gridPos[0] = convert_int2((ball->position / 100.f) /*- 0.4999f*/);
gridPos[1] = (int2){gridPos[0].x - 1, gridPos[0].y - 1};
gridPos[2] = (int2){gridPos[0].x + 0, gridPos[0].y - 1};
gridPos[3] = (int2){gridPos[0].x + 1, gridPos[0].y - 1};
gridPos[4] = (int2){gridPos[0].x - 1, gridPos[0].y};
gridPos[5] = (int2){gridPos[0].x + 1, gridPos[0].y};
gridPos[6] = (int2){gridPos[0].x - 1, gridPos[0].y + 1};
gridPos[7] = (int2){gridPos[0].x + 0, gridPos[0].y + 1};
gridPos[8] = (int2){gridPos[0].x + 1, gridPos[0].y + 1};
for (int gct=0; gct < 9; gct++) {
if ((gridPos[gct].x >= rsAllocationGetDimX(gGrid)) ||
(gridPos[gct].x < 0) ||
(gridPos[gct].y >= rsAllocationGetDimY(gGrid)) ||
(gridPos[gct].y < 0)) {
continue;
}
//rsDebug("grid ", gridPos[gct]);
const BallGrid_t *bg = (const BallGrid_t *)rsGetElementAt(gGrid, gridPos[gct].x, gridPos[gct].y);
for (int cidx = 0; cidx < bg->count; cidx++) {
float2 bcptr = rsGetElementAt_float2(gGridCache, bg->cacheIdx + cidx);
float2 vec = bcptr - pos;
float2 vec2 = vec * vec;
float len2 = vec2.x + vec2.y;
if ((len2 < 10000.f) && (len2 > 0.001f)) {
float len = rsqrt(len2 + 4.f);
float f = (len * len * len) * 20000.f;
fv -= vec * f;
pressure += f;
}
}
}
//fv /= ball->size * ball->size * ball->size;
fv -= gGravityVector * 4.f * gScale;
fv *= gDT;
for (int i=0; i < 10; i++) {
if (touchPressure[i] > 0.1f) {
float2 vec = touchPos[i] - ball->position;
float2 vec2 = vec * vec;
float len2 = max(2.f, vec2.x + vec2.y);
float2 pfv = (vec / len2) * touchPressure[i] * 500.f * gScale;
pressure += length(pfv);
fv -= pfv;
}
}
ball->delta = (ball->delta * (1.f - 0.008f)) + fv;
ball->position = ball->position + (ball->delta * gDT);
const float wallForce = 400.f * gScale;
if (ball->position.x > (gMaxPos.x - 20.f)) {
float d = gMaxPos.x - ball->position.x;
if (d < 0.f) {
if (ball->delta.x > 0) {
ball->delta.x *= -0.7f;
}
ball->position.x = gMaxPos.x - 1.f;
} else {
ball->delta.x -= min(wallForce / (d * d), 10.f);
}
}
if (ball->position.x < (gMinPos.x + 20.f)) {
float d = ball->position.x - gMinPos.x;
if (d < 0.f) {
if (ball->delta.x < 0) {
ball->delta.x *= -0.7f;
}
ball->position.x = gMinPos.x + 1.f;
} else {
ball->delta.x += min(wallForce / (d * d), 10.f);
}
}
if (ball->position.y > (gMaxPos.y - 20.f)) {
float d = gMaxPos.y - ball->position.y;
if (d < 0.f) {
if (ball->delta.y > 0) {
ball->delta.y *= -0.7f;
}
ball->position.y = gMaxPos.y - 1.f;
} else {
ball->delta.y -= min(wallForce / (d * d), 10.f);
}
}
if (ball->position.y < (gMinPos.y + 20.f)) {
float d = ball->position.y - gMinPos.y;
if (d < 0.f) {
if (ball->delta.y < 0) {
ball->delta.y *= -0.7f;
}
ball->position.y = gMinPos.y + 1.f;
} else {
ball->delta.y += min(wallForce / (d * d * d), 10.f);
}
}
// low pressure ~500, high ~2500
pressure *= 12.f;
ball->pressure = pressure;
//rsDebug("p ", pressure);
float4 color = 1.f;
color.r = pow(pressure, 0.25f) / 12.f;
color.b = 1.f - color.r;
color.g = sin(pressure / 1500.f * 3.14f);
color.rgb = max(color.rgb, (float3)0);
color.rgb = normalize(color.rgb);
ball->color = rsPackColorTo8888(color);
//rsDebug("physics pos out", ball->position);
}