Fixed collided 3D GPU particles sometimes jittering
This commit is contained in:
parent
be56cab58c
commit
f666c76a9c
|
@ -372,10 +372,10 @@ void main() {
|
|||
|
||||
float d = vec4_to_float(texture(height_field_texture, uv_pos)) * SDF_MAX_LENGTH;
|
||||
|
||||
// Allowing for a small epsilon to allow particle just touching colliders to count as collided
|
||||
const float EPSILON = 0.001;
|
||||
d -= sdf_particle_size;
|
||||
|
||||
if (d < 0.0) {
|
||||
const float EPSILON = 0.001;
|
||||
if (d < EPSILON) {
|
||||
vec2 n = normalize(vec2(
|
||||
vec4_to_float(texture(height_field_texture, uv_pos + vec2(EPSILON, 0.0))) - vec4_to_float(texture(height_field_texture, uv_pos - vec2(EPSILON, 0.0))),
|
||||
vec4_to_float(texture(height_field_texture, uv_pos + vec2(0.0, EPSILON))) - vec4_to_float(texture(height_field_texture, uv_pos - vec2(0.0, EPSILON)))));
|
||||
|
@ -400,10 +400,12 @@ void main() {
|
|||
vec3 rel_vec = xform[3].xyz - colliders[i].transform[3].xyz;
|
||||
vec3 local_pos = rel_vec * mat3(colliders[i].transform);
|
||||
|
||||
// Allowing for a small epsilon to allow particle just touching colliders to count as collided
|
||||
const float EPSILON = 0.001;
|
||||
if (colliders[i].type == COLLIDER_TYPE_SPHERE) {
|
||||
float d = length(rel_vec) - (particle_size + colliders[i].extents.x);
|
||||
|
||||
if (d < 0.0) {
|
||||
if (d < EPSILON) {
|
||||
col = true;
|
||||
depth = -d;
|
||||
normal = normalize(rel_vec);
|
||||
|
@ -418,7 +420,7 @@ void main() {
|
|||
vec3 closest = min(abs_pos, colliders[i].extents.xyz);
|
||||
vec3 rel = abs_pos - closest;
|
||||
depth = length(rel) - particle_size;
|
||||
if (depth < 0.0) {
|
||||
if (depth < EPSILON) {
|
||||
col = true;
|
||||
normal = mat3(colliders[i].transform) * (normalize(rel) * sgn_pos);
|
||||
depth = -depth;
|
||||
|
@ -453,7 +455,7 @@ void main() {
|
|||
|
||||
float y = 1.0 - texture(height_field_texture, uvw_pos.xz).r;
|
||||
|
||||
if (y > uvw_pos.y) {
|
||||
if (y + EPSILON > uvw_pos.y) {
|
||||
//inside heightfield
|
||||
|
||||
vec3 pos1 = (vec3(uvw_pos.x, y, uvw_pos.z) * 2.0 - 1.0) * colliders[i].extents.xyz;
|
||||
|
|
|
@ -528,11 +528,13 @@ void main() {
|
|||
vec3 rel_vec = PARTICLE.xform[3].xyz - FRAME.colliders[i].transform[3].xyz;
|
||||
vec3 local_pos = rel_vec * mat3(FRAME.colliders[i].transform);
|
||||
|
||||
// Allowing for a small epsilon to allow particle just touching colliders to count as collided
|
||||
const float EPSILON = 0.001;
|
||||
switch (FRAME.colliders[i].type) {
|
||||
case COLLIDER_TYPE_SPHERE: {
|
||||
float d = length(rel_vec) - (particle_size + FRAME.colliders[i].extents.x);
|
||||
|
||||
if (d < 0.0) {
|
||||
if (d <= EPSILON) {
|
||||
col = true;
|
||||
depth = -d;
|
||||
normal = normalize(rel_vec);
|
||||
|
@ -549,7 +551,7 @@ void main() {
|
|||
vec3 closest = min(abs_pos, FRAME.colliders[i].extents);
|
||||
vec3 rel = abs_pos - closest;
|
||||
depth = length(rel) - particle_size;
|
||||
if (depth < 0.0) {
|
||||
if (depth <= EPSILON) {
|
||||
col = true;
|
||||
normal = mat3(FRAME.colliders[i].transform) * (normalize(rel) * sgn_pos);
|
||||
depth = -depth;
|
||||
|
@ -588,10 +590,10 @@ void main() {
|
|||
float s = texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], SAMPLER_LINEAR_CLAMP), uvw_pos).r;
|
||||
s *= FRAME.colliders[i].scale;
|
||||
s += extra_dist;
|
||||
if (s < particle_size) {
|
||||
if (s <= particle_size + EPSILON) {
|
||||
col = true;
|
||||
depth = particle_size - s;
|
||||
const float EPSILON = 0.001;
|
||||
|
||||
normal = mat3(FRAME.colliders[i].transform) *
|
||||
normalize(
|
||||
vec3(
|
||||
|
@ -614,7 +616,7 @@ void main() {
|
|||
|
||||
float y = texture(sampler2D(height_field_texture, SAMPLER_LINEAR_CLAMP), uvw_pos.xz).r;
|
||||
|
||||
if (y > uvw_pos.y) {
|
||||
if (y + EPSILON >= uvw_pos.y) {
|
||||
//inside heightfield
|
||||
|
||||
vec3 pos1 = (vec3(uvw_pos.x, y, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents;
|
||||
|
|
Loading…
Reference in New Issue